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View Full Version : Super Powers Companion (SWADE) Bug Reports and Feedback



Jiminimonka
October 12th, 2022, 20:13
Super Powers Companion (SWADE) (https://affiliates.fantasygrounds.com/316093/15958/url_26586) on the FG Store.

Super Powers Adventure Card Deck (https://affiliates.fantasygrounds.com/316093/15958/url_26585) is now also on the FG Store.

Please note, the extension: Setting: Super Powers Companion (SWADE) has to be loaded for the Bases (previous editions called them Headquarters) to be unlocked.

I am aware the theme for SPC will not play nice with some other themes, so I will probably add another version that works better on dark themes, shortly after release.

DO NOT load the old extension Feature: Super Powers Companion Headquarters

Please post any issues you find and give feedback. Thanks

Jiminimonka
October 15th, 2022, 23:07
This is now awaiting Steam approval, so hopefully not much longer

Release is pegged for 25th October!

RobG
October 25th, 2022, 19:40
Cool :-)

Is this happening today?

Jiminimonka
October 25th, 2022, 20:28
Cool :-)

Is this happening today?

It is on the FG update system and ready to go, but wait for the announcement, it has to also go live on Steam at the same time as it goes live on the FG Store. 24 hours is a long time if you are staring at a clock (so is 1 minute).... Soon™ :)

RobG
October 26th, 2022, 11:33
Is it there yet? :-P

Our group have played Savage Worlds with the SPC heaps, so looking forward to this :-)

https://docs.google.com/document/d/1T0euaFH0-PSxuBCB8-11rUPxitF96BVKuZfI4wx0uDU/edit?usp=sharing

Jiminimonka
October 26th, 2022, 12:48
Is it there yet? :-P

Our group have played Savage Worlds with the SPC heaps, so looking forward to this :-)

https://docs.google.com/document/d/1T0euaFH0-PSxuBCB8-11rUPxitF96BVKuZfI4wx0uDU/edit?usp=sharing

Haha

I am at work, you tell me. :)

Probably waiting on Valve.

Jiminimonka
October 26th, 2022, 22:35
Haha

I am at work, you tell me. :)

Probably waiting on Valve.

Ughh - well maybe next week then, it is not in the weekly releases email I just got. Must be waiting on Valve. It is ready to go on Smiteworks side for sure.

RobG
October 27th, 2022, 10:16
ok, no worries, thanks for the update :-)

Antithesis
November 1st, 2022, 15:09
I just wanted to let the interested know, it's available in the store.

Jiminimonka
November 1st, 2022, 18:08
I just wanted to let the interested know, it's available in the store.

Woot! Thanks for the update. At work currently so not had time to check.

RobG
November 1st, 2022, 18:49
Awesome :-D

Jiminimonka
November 1st, 2022, 21:25
Just sent up a Hotfix... Upgrades do not have Cost, it snuck back in some how.

ChoTimberwolf
November 2nd, 2022, 16:54
It would be awesome if the SPC powers also had the effects added like the SWADE powers.
Example SWADE:
5496554965
Because Supers has different levels a one catch all effect wouldnt work, my idea would be that it has a "fillable" part in the effect.

Example armor:
...While trying it out I found out it doesnt work quite as I hoped because the powers are locked, still you could drag the effect and adding the missing number would be faster than looking up how to create the needed effect.

Thanks for your great work

nandoalves
November 4th, 2022, 16:14
HI. Nice work!
But NPC's derived stats will need to be revised. Using the Crusader example, he has Parry 19, but automatically parry bonuses from Block and Holy Longsword are applied, increasing parry to 26 on Combat Tracker.

How about adding a warning in chat about the knockback rule? When an average character takes 20 damage the chat warns that the rule applies, for example.

Jiminimonka
November 4th, 2022, 22:02
HI. Nice work!
But NPC's derived stats will need to be revised. Using the Crusader example, he has Parry 19, but automatically parry bonuses from Block and Holy Longsword are applied, increasing parry to 26 on Combat Tracker.

How about adding a warning in chat about the knockback rule? When an average character takes 20 damage the chat warns that the rule applies, for example.

Thanks. Might be better just removing some of the effects from the Combat tab on the NPCs. Since Crusader (as your example) is only Crusader with the Sword, his Parry is always going to be that high.

The knockback thing sounds interesting, and one day I might learn how to do it, but for now, players and GM will have to remember ;)

EDIT: Looks like only 2 NPCS had [effects] in their attacks. Removed those. The patch won't be for a couple of weeks though, doing some other stuff for Supers too, so will push it all up together.

hawkwind
November 9th, 2022, 20:26
It would be awesome if the SPC powers also had the effects added like the SWADE powers.
Example SWADE:
5496554965
Because Supers has different levels a one catch all effect wouldnt work, my idea would be that it has a "fillable" part in the effect.

Example armor:
...While trying it out I found out it doesnt work quite as I hoped because the powers are locked, still you could drag the effect and adding the missing number would be faster than looking up how to create the needed effect.

Thanks for your great work
agreed, i wanted to add heavy armor so i had to build my own effect

Jiminimonka
November 11th, 2022, 21:38
I better re-iterate this - DO NOT run this with the extension "Feature: Super Powers Companion" run it with "Setting: Super Powers Companion (SWADE)" - the other one (for those with the old SPC) will cause some conflicts with the new SPC (SWADE).

nandoalves
November 11th, 2022, 22:47
I better re-iterate this - DO NOT run this with the extension "Feature: Super Powers Companion" run it with "Setting: Super Powers Companion (SWADE)" - the other one (for those with the old SPC) will cause some conflicts with the new SPC (SWADE).

Can you apply that extension for Savage Pathfinder? I play SPC with a fantasy setting.

Jiminimonka
November 12th, 2022, 07:50
Can you apply that extension for Savage Pathfinder? I play SPC with a fantasy setting.

Have you tried? If it doesn't show in the list I will make it ASAP.

Jiminimonka
November 12th, 2022, 08:09
Have you tried? If it doesn't show in the list I will make it ASAP.

Ok. Uploaded a hotfix

Jiminimonka
November 12th, 2022, 10:13
I have added a new power "Transformation" - this is so the characters with Transformation can more easily apply the effects of the transformation with a click of the effect button.

The Effect will have to be altered for each character.

This should show up in next Tuesdays update.

goodmanje
November 12th, 2022, 23:17
I found an issue with how some of the NPCs are setup. Take Brimstone for example... His Damage Field and Ranged Attack are setup under "Attacks" instead of powers so there is no way to make him roll Focus for those attacks. The PDF has Focus listed for his ranged attack. Currently it uses Shooting for his Ranged Attack and Athletics for Damage Field. I haven't checked any other NPCs for the same problem yet.
55101

Jiminimonka
November 13th, 2022, 00:32
Double posts...

Jiminimonka
November 13th, 2022, 00:35
I found an issue with how some of the NPCs are setup. Take Brimstone for example... His Damage Field and Ranged Attack are setup under "Attacks" instead of powers so there is no way to make him roll Focus for those attacks. The PDF has Focus listed for his ranged attack. Currently it uses Shooting for his Ranged Attack and Athletics for Damage Field. I haven't checked any other NPCs for the same problem yet.
55101

Thanks.

Damage Field is not an attack, it is an effect around him that burns everything that comes close.

I have fixed the Ranged Attack to a Power.

Jiminimonka
November 22nd, 2022, 22:18
With the Setting: Super Powers Companion (SWADE) loaded, when the campaign first loads and the Campaign Setup window pops up for everyone... tell them to click Next>>> and then click SWADE Rules and then click Super Powers Companion - and FG will automatically load all the SWADE and Super Powers products for both player and GM. No need to go hunting through the Module Activation window.

55209

Jiminimonka
December 13th, 2022, 20:42
The Adventure Cards for Supers is released please note you need the SWADE Adventure Deck extension for this to work.

Super Powers Adventure Card Deck (https://affiliates.fantasygrounds.com/316093/15958/url_26585) on FG Store

Jiminimonka
January 14th, 2023, 07:50
agreed, i wanted to add heavy armor so i had to build my own effect

For an NPC you can add Heavy Armor by right click on the armor section on the NPC sheet and toggling Heavy Armor on, no need for an effect.

Lonewolf
March 4th, 2023, 17:59
For the power Dodge removing duration. Suggest Awareness is [Ignore #Cover -1] per level. Since all examples where it is used are [Cover +1] like Dodge.

Jiminimonka
March 4th, 2023, 19:00
For the power Dodge removing duration. Suggest Awareness is [Ignore #Cover -1] per level. Since all examples where it is used are [Cover +1] like Dodge.

OK, I will sort that out. Cheers.

Jiminimonka
March 27th, 2023, 20:34
For the power Dodge removing duration. Suggest Awareness is [Ignore #Cover -1] per level. Since all examples where it is used are [Cover +1] like Dodge.

This is pushed to patch now... and some other little updates. Anything else let me know. Thanks

Lonewolf
April 19th, 2023, 05:47
Doom Guard is out. Please pass on any related issues.

Jiminimonka
April 19th, 2023, 23:48
Doom Guard is out. Please pass on any related issues.

you mean

https://www.fantasygrounds.com/store/product.php?id=IPFGSPCTOTDG

Nice - bought it!

RickSaada
May 11th, 2023, 05:59
One of my players ran into a bug tonight. He was rolling damage for a power (Bolt) that hit with a raise and it didn't get the extra d6. We figured out that the problem was that he'd dragged the damage to a hotkey. If he used the damage roll from the power listing on the character sheet it correctly detected the raise. But when he used the hotkey even though it said Bolt Damage it only did 2d6 instead of 3d6. 57322
Any clue why this would make a difference?

Jiminimonka
May 11th, 2023, 06:43
Hi. Probably the shortcut doesn't hold information that it is a raise. So click the raise button first, then click the shortcut.

This is not a SPC bug and possibly not even a SWADE bug.

Lonewolf
August 19th, 2023, 10:26
KTharen Commander has no token. On first time open
[ERROR] Graphic: Unable to load file (modules/S2P10505GM/campaign/images/KTharen Commander.png) (*)

Every npc needs a least a letter token assigned

Jiminimonka
August 19th, 2023, 10:42
That means it's missing... since it is looking for a .png file. Will investigate this evening.

Lonewolf
August 19th, 2023, 15:29
That means it's missing... since it is looking for a .png file. Will investigate this evening.

THARN also has no token assigned. There could be a few more hidden in there.

Tharn have Pulse Rifle does Heavy Damage. See below. They don't have an unarmed attack doing str damage. There is already a bite / claw attack.

Lonewolf
August 20th, 2023, 04:22
All the weapons that appear as items. Need to be changed to guns. I suggest Pulse Weapons are labeled as such.

ie the item called "Pistol" should be "Pulse Pistol". With a weapon record rather that an item record.

Lonewolf
August 22nd, 2023, 13:46
Check the bold body text works with extention on. See other ref manual with bold text. Turn extention off / on.

Theme will not show bold text and makes some pages hard to read.

Lonewolf
August 24th, 2023, 17:55
Npc Hell's Angel CC reported unknown Edge Super Powers (45) - Suggest find swel code for .edges.id-0003. Test in a new campaign and open ability. If it creates a blank new edge istead of opening and existing one.

The bug may be hidden by a blank new edge in book but futher research required.

I think you should link to the Arcane Background (Super Powers). Test in a new campaign and open ability. If it creates a blank new edge istead of opening and existing one. That is a confirmed issue.

Lonewolf
August 30th, 2023, 12:43
There no weapon modifications ready to use.

Jiminimonka
August 30th, 2023, 12:56
There no weapon modifications ready to use.

PDF page?

Lonewolf
August 30th, 2023, 19:34
Page 16. Not essential but the modifiers from Fantasy Companion would be a good starting point.

Lonewolf
September 2nd, 2023, 09:38
Growth power effect should by size and not scale alone. For 3 points Size goes up by only 1.
Growth [Size+1 Toughness +1] modifed by user works for all Size numbers. Size 3 would be changed on the CT to Growth [Size+3 Toughness +3]

Where a scale rank changes. Simply add a seperate effect
Scale [Pace +2, Wounds Threshhold = 4, Reach + 1]

So a Growth power of 12 points gets the following:

Growth [Size +4 Toughness +4]
Scale (Large) [Pace +2, Wounds Threshhold = 4, Reach + 1]

The idea being now any size can be accounted for.

Lonewolf
September 2nd, 2023, 16:13
Heartless is not a special ability

Lonewolf
September 2nd, 2023, 16:20
Arcane Background (Super Powers) arcane skill is just "Focus" and not "Focus (Spirit)".

Lonewolf
September 10th, 2023, 02:05
For mutiple limbs. I am using [Gang Up +1] rather than [Attack +1]. YMMV.

Lonewolf
September 13th, 2023, 13:53
INVISIBILITY has no power description or power down note. Only modifiers for it are listed.

Lonewolf
September 14th, 2023, 12:17
Necessary Evil: Breakout (Revised Edition) out https://www.fantasygrounds.com/store/product.php?id=S2P11802

and

Necessary Evil: Invasion (Revised Edition) out https://www.fantasygrounds.com/store/product.php?id=S2P11801

Jiminimonka
September 16th, 2023, 10:24
Necessary Evil: Breakout (Revised Edition) out https://www.fantasygrounds.com/store/product.php?id=S2P11802

and

Necessary Evil: Invasion (Revised Edition) out https://www.fantasygrounds.com/store/product.php?id=S2P11801

Nice work Lonewolf!

Lonewolf
September 16th, 2023, 19:22
More stuff to update in SPC. Strygoth's Eldritch ranged attack power is a thrown weapon. Or just set trait to Athletics
Asmodeus needs a fighting skill with a d10 wild die.

Lonewolf
September 24th, 2023, 21:04
New adventure out. The Return of Dr. Destruction (https://www.fantasygrounds.com/store/product.php?id=S2P11805ADV)

Lonewolf
October 11th, 2023, 17:24
I keep seeing page numbers in weird places. Have a look at the description for the NPC Beachhead for example.

Lonewolf
October 11th, 2023, 17:27
There is a blank image in the module that needs removed.

Jiminimonka
October 11th, 2023, 22:11
I keep seeing page numbers in weird places. Have a look at the description for the NPC Beachhead for example.

You have to be exactly specific or I am not gonna find what you are looking for. If its a page reference from the PDF then thats from the PDF.

Jiminimonka
October 11th, 2023, 22:43
Updated most of this stuff, for next Tuesday update. Keep up the bug hunting (and help Lonewolf out, he is just two-men)

Lonewolf
October 11th, 2023, 23:21
Mako does 1d12+4d6 damage with bite (Not only do PEG not show the total as one number they get the maths wrong as well :mad:)

Lonewolf
October 12th, 2023, 17:57
The Reaper has wrong damage. Reaper’s has a scythe (Str+d10+5d6, AP 10, Parry −2, Reach+1, Heavy Weapon).
Just increase damage to right level and reduce reach. Don't change anything else and leave Parry as 12 as this is a NPC

Lonewolf
October 15th, 2023, 15:07
Necessary Evil: Cosmic Crisis (https://www.fantasygrounds.com/store/product.php?id=S2P11803) now available

Lonewolf
March 7th, 2024, 06:21
Well since I am back Supers development mode. Noticed that Heavy Combat Armor min str is only d10 and not d12.

Lonewolf
March 13th, 2024, 23:12
invisible power has no description to explain how it works

Jiminimonka
March 13th, 2024, 23:32
I am in the process of updating the Players Guide, then the GM Guide and then I am gonna need your db.xml files so I can sed the crap out of them and make them work with the changes I am making. But this might be a while.

Jiminimonka
April 1st, 2024, 18:46
Updated GM & Players books, all the images are WEBP format now and some other changes and bug fixes. Let me now if you have any issues (it will go out in Tuesdays update tomorrow).

Lonewolf
April 9th, 2024, 18:46
Pushed hotfix for all campaign books to make them compatible with new SPC links

TheMadPhoenix
May 7th, 2024, 21:44
Hi, for the Super Powers companion for SWADE, we need the ability to change the trait linked to a power. For example, for some characters a ranged power may be linked to shooting. For another character, it may be linked to Focus. Right clicking on the trait die and going to trait info allows me to add a line item but just adding a modifier and I can't remove shooting as the linked trait. I'm sure there are other examples, but ranged attacks and possibly melee attacks were the ones that we were trying to solve yesterday. This is latest FGU with everything fully updated.

Jiminimonka
May 7th, 2024, 22:04
Hi, for the Super Powers companion for SWADE, we need the ability to change the trait linked to a power. For example, for some characters a ranged power may be linked to shooting. For another character, it may be linked to Focus. Right clicking on the trait die and going to trait info allows me to add a line item but just adding a modifier and I can't remove shooting as the linked trait. I'm sure there are other examples, but ranged attacks and possibly melee attacks were the ones that we were trying to solve yesterday. This is latest FGU with everything fully updated.

This is built into Savage Worlds ruleset already (at least if I understand what you are saying).

Right click on the power/ability link (the red/white dragon icon in the default theme) and select Attack info, then right click on the box where the linked trait is (shooting etc.) and select Set Trait and type the Trait you want it to use. I made a little GIF.

https://cdn.discordapp.com/attachments/274634463860883458/1237509343214178364/SPC_Power.gif?ex=663be7e3&is=663a9663&hm=5512ca26e14e7732bc3983113e1904e5701761613f069a9 079c1ec79ef48be4f&

Jiminimonka
May 7th, 2024, 22:56
You're welcome.

TheMadPhoenix
May 8th, 2024, 18:53
Thanks. I guess I just saw a dropdown and assumed it couldn't be changed. Kind of non-intuitive. But, many thanks for the clarification.

Jiminimonka
May 8th, 2024, 19:43
Thanks. I guess I just saw a dropdown and assumed it couldn't be changed. Kind of non-intuitive. But, many thanks for the clarification.

SWADE.out of the box does the basic automatically and then lets you "break the rules" for all the funky Settings rules.

Jiminimonka
April 2nd, 2025, 22:33
With the new Effect system upgrade coming soon, I guess I am going to have to get updating all the effects and powers for the Super Powers Companion soon. Got a few other projects to complete first. Feel free to remind me (post a reply here)

Lonewolf
February 25th, 2026, 17:44
Stun gun is set up as a thrown weapon in error

Jiminimonka
February 25th, 2026, 18:30
Stun gun is set up as a thrown weapon in error

I did that to see if you were paying attention...

Lonewolf
February 26th, 2026, 14:00
Blackguard

His Gauntlets have the Power modifier so do Str+1d4 should the battery fail.
Str+1d4+1d6 on a normal hit
Str+1d4+1d10 on a raise hit

Remove hyphen from pilot skill

Don't be too quick to do anymore updates. Wait to next month if they are trivial edits as I am may find quite a few more in the next few weeks.

Lonewolf
February 27th, 2026, 14:54
Baba Yaga has unstoppable listed twice and both are blank

Lonewolf
March 2nd, 2026, 09:53
Minion has blank special ability. Also I would just link the GM guide to point at the player guide NPC record instead of having the double records.

Minion power cost is 1 per level (one per minion)

Lonewolf
March 4th, 2026, 05:07
Power sets has incorrect line in example. Correct text was:

Each set has 37 Super Power Points
instead of the usual 45,.

Jiminimonka
March 4th, 2026, 06:38
Book and section please.

Lonewolf
March 9th, 2026, 03:50
Book and section please.

Well it is the Super Powers Companion thread so this errata in the Super Powers Companion. A character name means there a problem with that character.

Power Sets error will be in Power set section.

However like I said don't fix anything yet till I find all the bugs brought up in trying to get a new campaign done. As it might save time later.

Jiminimonka
March 9th, 2026, 07:22
Well it is the Super Powers Companion thread so this errata in the Super Powers Companion. A character name means there a problem with that character.

Power Sets error will be in Power set section.

However like I said don't fix anything yet till I find all the bugs brought up in trying to get a new campaign done. As it might save time later.

Haha. There are 2 books. Its easy when you say an item or npc. Be specific with other stuff I don't have the book memorised. Thanks.

I'll update as they get reported.

Lonewolf
March 11th, 2026, 00:14
ITEM Stun Gun and Nullifer Rod are examples of items that have notes in wrong section. Notes field is blank and rules are under hidden ID description field.

Since we looking at stun gun might as well add effect Damaged = Check Vigor: Stunned

Jiminimonka
March 15th, 2026, 18:01
ITEM Stun Gun and Nullifer Rod are examples of items that have notes in wrong section. Notes field is blank and rules are under hidden ID description field.

Since we looking at stun gun might as well add effect Damaged = Check Vigor: Stunned

Fixed that and all the other items. Will go out in the Tuesday update.

Thanks Lonewolf. YBAS

zarlor
March 17th, 2026, 00:09
I'm trying to figure out how to properly use Effects with Super Powers. I see several of them have Effects (presumably that you would drag onto Combat Tracker... say if the character was Invisible they have a #Invisible... but how does it know if they have the True Invisibility modifier on it?) but those make more sense in my mind for non-permanent effects. What about things like Super Skill or Super Attribute? I've tried putting on the description line, or the title of the power something like [Focus +5d] but it still just rolls the base without that. Or is it strictly the kind of thing where you just set the Trait to whatever the Super version of it is and don't bother with Effects like that?

I also noticed I needed to set on the AB the main Skill to be Focus (since that is the primary, presumably for attack powers you're generally better off creating attacks on the combat tab so it can use attack or ranged skills for those). Is there also a way to handle some of these for a character that uses the Alternate Trait modifier (so maybe they use Focus on some powers but specifically set, say, Hacking on some of their Powers). Is there a way to switch those up?

Jiminimonka
March 17th, 2026, 09:35
Some Super Powers are permanent. Alter the character sheet stats accordingly for those. Effects are for Temporary Powers like when Angry Green Man takes over from Handsome Smart Geek.

zarlor
March 17th, 2026, 13:38
So you're saying use combat tracker for the "temporary ones"? But what about the effects listed in the Powers? My guy isn't permanently invisible, for example, but the only effect in the power is #Invisible not one for the -4 or -6 versions, things like that? Maybe I got too used to all the one in Fantasy Companion and SWPF?

Still if I wanted to put something like that on a Power is there a place to put it where it would parse it? Or is that just not possible like it is on some other descriptions?

And what about changing the skill used for a particular power (or even attack on the Combat tab)? I thought there was once a way to do that but I no longer seem to be able to find it.

Jiminimonka
March 17th, 2026, 16:23
To change the ability used for a Power or Attack etc right click and select the pen icon and type in the ability needed.

Jiminimonka
March 17th, 2026, 16:25
I'll look at Powers and add effects for them.

zarlor
March 18th, 2026, 17:26
To change the ability used for a Power or Attack etc right click and select the pen icon and type in the ability needed.

Pen icon? All I see is the menu attached if I right click anywhere on a Power (except on the attack/action die but there is no pen on that menu, either, just number of attacks and Trait Info which doesn't let you edit the Trait it is using either).

Thanks a ton for working the effects on powers, though. I know that's going to be a good bit of work so I really appreciate it.

Jiminimonka
March 18th, 2026, 17:39
Pen icon? All I see is the menu attached if I right click anywhere on a Power (except on the attack/action die but there is no pen on that menu, either, just number of attacks and Trait Info which doesn't let you edit the Trait it is using either).

Thanks a ton for working the effects on powers, though. I know that's going to be a good bit of work so I really appreciate it.

Open the power usign the Cog on the right. Its a Pen icon for writing. Think its wording is Edit. Ask on Discord someone will show a screeshot. I'am at work. No PC

zarlor
March 18th, 2026, 19:52
No rush at all. Here's what I see on the cog edit screen and while I have used that plenty I've never figured out a way to get that to select a specific Trait to use that wasn't either directly associated with the AB, Athletics (the Thrown option), Shooting (aka Ranged), Fighting (aka Melee) or Repair (aka Bomb), or Electronics. I've never seen any other choices if they were available. (And I'd rather keep it here instead of Discord because it's easier for folks to find things here, IMHO, over the chaos of Discord).

Mike Serfass
March 18th, 2026, 22:21
Right click on the Type drop down, click Set Trait:
66833

Jiminimonka
March 18th, 2026, 23:05
Right click on the Type drop down, click Set Trait:
66833

yes that - I sent video message to #savage_worlds channel on FG Discord too Zarlor.

zarlor
March 19th, 2026, 00:22
Yep, thanks folks. Somehow it never occurred to me to right click on THAT! Go figure.

Lonewolf
March 28th, 2026, 19:39
So you're saying use combat tracker for the "temporary ones"? But what about the effects listed in the Powers? My guy isn't permanently invisible, for example, but the only effect in the power is #Invisible not one for the -4 or -6 versions, things like that? Maybe I got too used to all the one in Fantasy Companion and SWPF?

The full answer is. It depends.

In normal play if there is no Activation roll and power not subject to Power Down rule. Then something like Super Attribute will just put stat up as a permanent condition no effect is used. This was done to speed up the old CT and still means there less effects getting used in current version of FG.

The catch is Neutralize Power applies Strength -d until it wears off. The loss of strength is a temporary condition.

If the power requires Activation or is subject to Power Down rule depending on what limits are applied. When it is activated successfully apply a temporary condition of Strength +d. If the hit with Neutralize Power simply delete the temporary effect. The character can reactivate it later.

For more information see SHIELD (https://www.fantasygrounds.com/forums/showthread.php?85740-Super-Hero-Items-Effects-Lore-amp-Defense) thread

zarlor
March 29th, 2026, 13:22
Appreciate the feedback and I'd seen that thread before but maybe I'm strange (well, no maybe about it! ;)) but since we also have the ability on Effects in CT that I never noticed before to turn Effects on and off (and modify visibility of them as well) I decided to go through their powers and add whatever modifiers I could see that would be appropriate there (with all of them turned off since CC starts with them all having Nullifiers on). If it does bog down CT way too much then I'll probably reconsider some of the other methods. We'll see. It's not like the group hasn't already been through the other two scenarios and as FGU adds more capabilities they've gotten pretty used to them (enough that the other GM at our table has taken to using it for his SWADE SFC=based game now, too!)

Thanks for all the advice, though. I've always appreciated the helpfulness of this forum.

Lonewolf
April 2nd, 2026, 23:58
ITEM Auto Grapnel is missing. When adding. Include link to swinging power in description.
ITEM Binoculars is missing. Supers has enhanced version grants Ignore Illumination +4 (ie Pitch will be modified to -2)

Jiminimonka
April 3rd, 2026, 09:33
ITEM Auto Grapnel is missing. When adding. Include link to swinging power in description.
ITEM Binoculars is missing. Supers has enhanced version grants Ignore Illumination +4 (ie Pitch will be modified to -2)

Auto Grapnel was missing - but it used to be there.. Binoculars are there still, not sure why you can't see them. Fixed

Lonewolf
April 3rd, 2026, 12:12
Auto Grapnel was missing - but it used to be there.. Binoculars are there still, not sure why you can't see them. FixedYes found Binoculars. Looked up
Auto Grapnel in ref manual and noticed there was no link for either item. So thought the Binoculars where missing.

Jiminimonka
April 3rd, 2026, 12:14
Yes found Binoculars. Looked up
Auto Grapnel in ref manual and noticed there was no link for either item. So thought the Binoculars where missing.

I have my old build for Supers and Auto Grapnel was in there, so dunno how that vanished - maybe Spiderman stole it!