Notes for Specific Physical Tasks
Basic Set: Campaigns · p.357
Open source p.357Instead of rolling against Will to
use extra effort, you may make a
Will-based roll against a relevant skill
(Hiking, Jumping, Lifting, Running,
Swimming, or Throwing, as applica-
ble), if that would be better.
Digging: For every hour of digging,
make an extra-effort roll and pay 1 FP.
This adds to the usual FP cost. On a
critical failure, the injury is to your
back, and will heal only with rest (not
First Aid); on an 18, you temporarily
acquire the Bad Back disadvantage
(p. 123).
Hiking: Make one extra-effort roll
per day. Extra effort increases the FP
you suffer by two when you stop on
the march (see Fatigue, p. 426). Assess
injury due to critical failure at the end
of the day, and base it on the modified
FP penalty. For instance, if you would
normally be missing 5 FP when you
stopped, you would be missing 7 FP if
you used extra effort – and if you crit-
ically failed, you would end the day
with 7 HP of injury! When using
Hiking skill, make a single Will-based
Hiking roll at -1 per 5% extra mileage
beyond the basic +20% for a success-
ful Hiking roll (-1 for +25%, -2 for
+30%, and so on).
Through sheer force of will, you can push
your body past its usual limits when you perform
physical tasks.
Jumping: On a critical failure,
apply the injury to the foot or leg
(GM’s option, or roll randomly); on an
18, you temporarily acquire the
Crippled Leg disadvantage (see Lame,
p. 141).
Lifting and Moving Things: For
every minute of continuing effort,
make an extra-effort roll and pay 1 FP.
(This cost adds to the 1 FP per second
for
carrying
encumbrance
over
10¥BL, if applicable.) Handle critical
failures as described for digging.
When using Lifting skill, make a single
Will-based Lifting roll, at -1 per 10%
extra Basic Lift. This is instead of the
usual 5% bonus per point of success.
Running: For every 15 seconds of
sprinting or minute of paced running,
make an extra-effort roll and pay 1 FP.
This adds to the FP cost for failed HT
rolls while running! On a critical fail-
ure, apply the injury to one of your
legs; on an 18, you temporarily
acquire the Crippled Leg disadvantage
(see Lame, p. 141).
Swimming: For every minute of
swimming, make an extra effort roll
and pay 1 FP. This adds to the FP cost
for failed HT rolls while swimming.
Throwing: Increases to ST affect
both damage and distance, but not
Basic Lift for the purpose of what you
can throw in the first place. For that,
make a separate extra-effort lifting
attempt! Add bonuses for Throwing or
Throwing Art skill after those for extra
effort.