FANDOM


B356 introduces in 4e

http://www.sjgames.com/gurps/Roleplayer/Roleplayer24/ExpandedExtraEffort.html was a 1991 expansion from Jumping and Lifting to also include Running and Throwing, as well as Generic Extra Effort and Extra Effort in Active Defense

PowersEdit

P160 expands

Power-UpsEdit

GURPS Power-Ups 3 (Talents) mentions:

  • pg 13 under Natural Athlete
  • pg 14 under Pickaxe Penchant
  • pg 18 Alternative Benefits overview

quotesEdit

PKEdit

2008 http://forums.sjgames.com/showpost.php?p=628192&postcount=5

Originally Posted by Molokh
Buy Will limited to extra effort only. Accessibility rules would probably dictate about -35%, but given that Will is useful for lots of stuff, I'm wondering if it might be as low as -80% (remember, will costs 5/level while many Will-based skills are 4/level).

I'd call it 1/level for simplicity. Extra Effort is a very small subset of Will.

  • Spend HP instead of FP to fuel Extra Effort when it is preferable.

Perk. I've used this in my custom V:TM conversion.

  • Ignore the penalty to the Will roll for having less than full FP (as on P160).

Perk, again.

  • Use Trading Fatigue for Skill for stuff like contests of ST/Judo/etc. (also P161).

Hrm... compared to Mighty Blows, Feverish Defense, etc., this seems pretty underpowered, so I'd say Perk again.

  • Make her ER fuel mundane extra effort, not just boost 'powers'.

+20% to the cost of the ER, much as for the Extended enhancements for various advantages.

http://forums.sjgames.com/showpost.php?p=628829&postcount=7

  • Spend HP instead of FP: Emergency Reserves
  • Ignore penalty for low FP: Indefatigable
  • Trading FP for skill/ST: Potential Power

See alsoEdit