Extra Effort

Characters can go above and beyond their normal limits at the price of suffering fatigue. This option is called Extra Effort.
==Using Extra Effort==
As part of any check, you may use Extra Effort as a Free Action. You immediately gain 1 Bonus to your check. This Bonus remains until the check is resolved (which includes possible rerolls using Hero Dice). It is lost immediately after resolving the check, just like any other Bonuses or Penalties.
==Fatigue==
After using Extra Effort, you suffer 1 Penalty to checks based on a Physical Ability Score (Strength, Dexterity and Constitution). At the GM's option, if the Extra Effort was made purely for a mental action (such as using Focus to counter an enemy FX or Academics to pass a difficult exam), the Penalty will instead apply to Mental Ability Scores (Intelligence, Awareness and Charisma).
===Immunity and Extra Effort===
A character may never use an FX like Immunity to ignore the Penalties from Extra Effort, as Extra Effort involves pushing past normal limits and exerting extreme stress on a character's body or mind. Even characters who are Constructs or otherwise lacking a "normal" body can be "drained" or suffer small stress-fractures to their structures. In short, no character is immune to the Penalties from Extra Effort.
==Recovering==
All Penalties gained from using Extra Effort last until a character is able to rest. A character who is able to rest quietly and recover for an hour may take a Recuperation check (DC 10). Success allows the character to lose 1 Penalty. Success by 5 or more allows the character to lose 2 Penalties. Success by 10 or more allows the character to lose as many as 3 Penalties.
Category:Rulebook
Category:Action
Category:Core