Pushing Automatic Actions
Concept
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 particular! If the Player wants to boost a character's Automatic Action in combat as part of another Character's or Gadget's Dice Action, the rules for Boosting Dice Actions apply to all sides of that roll. Pushing an Automatic Action during combat will typically apply to a conflict of Character versus environment!
Manifestation
In order to Push their Flight, Radar Sense, Cold Immunity, or any other Auto Power, the Player must make an Action Check using the APs of the Ability that they want 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, which allows them to save Hero Points on the total fee.
Hey now. If I pile up some Villain Points, I can Push an Acting Attribute to increase my Initiative!
No. It is never ever possible to temporarily increase Initiative this way.
Well, yes. See Initiative Boost for that process.
Type
Natural
Use
Automatic Actions
Costs
- optional: 1 HP per 1 AP of AV or EV increase
- Push Fee: 3 HP per RAP added to the Power
Compatible with
- Auto Powers
- Attributes
- Gadgets
Comments