The idea of ER where everyone can always incarnate is...wait I have a game like that....I think it's called Revolver or repeater. Remind me about it and I'll find it when I return home.
I'm gonna edit the rules a bit.
Oh hey, Piecewise. I'd still like to hear about this!@Ozark
Well, it's a bit better if the fight bonus is only applied on a hit, but if that's the case the description needs to be changed:
One Shot (+20 fight for one round, -5 stamina, -20 Endure for one round)
As-is, it implies that there's no conditional on the extra fight, you just get a straight bonus regardless of circumstances.
Also, I'm not arguing that it's OP because of your character. If anything, your character is a bad example, because you should never use such an ability as the first attack--it's something to use once you know can comfortably hit, but simply can't get through Endure. Sifeebt would find it very useful to use against Nameless, due to his somewhat tanky nature, but Nameless would just get himself killed using it against Sifeebt. It always favors the stronger fighter, who will virtually never be Nameless. :\
EDIT:
As for Dig system concerns, despite my constant complaints I do think we should just run the game as-is for a little while, to see how it works out. The whole thing doesn't need to rebuilt before we know for sure whether it's broken. Maybe the complaints are wrong, after all.
Oh, and I've been screwing with AnyDice.com to balance another (completely unrelated) game system, and I found an interesting little article about an unusual dice mechanic,
"The Pool". I'd summarize it, but it's literally just two paragraphs and a picture.
We could easily modify the system and use it for Stamina, to make it less predictable and reliable, while also having some secondary benefits. Say, your stamina score is the number of d20s you roll (so that point costs are balanced with body and mind), and for high stamina cost actions you have to succeed multiple times in a row. If you fail a rolls, you still do your action, but take a lasting penalty of a couple points to
every skill until you can rest.
Here's an AnyDice program which shows the probabilities of success, from Stamina 1 to 53 (the minimum and maximum Stamina values in Dig respectively)This removes the need to track stamina costs, introduces a fatigue mechanic that makes extremely skilled people degrade over time, and prevents fights from being completely deterministic, like two people with equal fight and 18+ Endure, who will simply fight until one of them runs out of stamina and immediately gets curbstomped. It also makes Deep Sea adventures more random and unpredictable, while giving more time to high skill people who can tolerate several stacked levels of fatigue. Finally, there's in-built diminishing returns, a good nerf for the best attribute!
Of course, it's entirely too absurd to even consider rolling this with individual die, so you'd either need a special program or roll the AnyDice probabilities themselves. I'm just the idea man, it's other people's job to figure out how to make my ideas work.