Tales of Justice
Pushing Automatic Actions
This rule applies to a character straining to overuse what would normally be an Automatic Action, based on an Automatic Power or an Attribute. (The version of this super-effort for Dice Actions is given elsewhere: it’s the one where someone pays one HP for every AP increase to AV, EV, OV, or RV.)
In order to Push his Flight, Radar Sense, or Cold Immunity, the Player must make an Action Check using the APs of the Ability that he wants to Push as all four sides of the roll: AV, EV, OV, and RV; the RAPs from the Push are temporarily added to the ability being Pushed. Hero Points may be spent to increase the Acting or Effect Values of the Pushing Action Check. RAPs that are added to an Ability only last for 0 APs of time (equal to about 4 seconds, or one phase of combat) before the ability returns to its original level.
In addition to any HP spent on the Pushing Action Check, a special “Push Fee” must be spent, equal to 3HP for every AP temporarily added to the ability. The Player is not required to use all the RAPs from the check, in order to save Hero Points on the fee.
Caution! If the Player fails in an attempt to Push an Ability, the Ability instantly “burns out” from exhaustion! It is reduced to zero APs, and must be regained through the use of Recovery Checks.
This could really suck if it’s Regeneration that’s being Pushed. I don’t recommend it.