Optional Rule: Extra Effort in Combat

Basic Set: Campaigns · p.357

Open source p.357

At the GM’s option, fighters can use
extra effort in combat. These rules
work differently from those above –
mainly to avoid bogging down combat
with extra die rolls and calculations.
You must declare that you are using
extra effort and spend the required FP
before you make your attack or defense
roll. A critical failure on the roll causes
1 HP of injury to the arm (if blocking,
parrying, or attacking with a shield,
weapon, or hand) or leg (if dodging or
kicking) in addition to the usual critical
miss results. DR does not protect you
from this damage!
Feverish Defense: If you take any
maneuver other than All-Out Attack,
you can spend 1 FP to get +2 to a sin-
gle active defense roll. (You can use
this bonus to offset the penalty for par-
rying multiple times with one hand;
see Parrying, p. 376.)
Flurry of Blows: If you take an
Attack maneuver, you can halve the
penalty for Rapid Strike (see Rapid
Strike, p. 370) by spending 1 FP per
attack.
Mighty Blows: If you take an Attack
maneuver in melee combat, you can
spend FP to gain the damage bonus of
an All-Out Attack (Strong) (see All-Out
Attack, p. 365) without sacrificing your
defenses. This costs 1 FP per attack.
You cannot use Flurry of Blows
and Mighty Blows at the same time!