yes that - I sent video message to #savage_worlds channel on FG Discord too Zarlor.
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Yep, thanks folks. Somehow it never occurred to me to right click on THAT! Go figure.
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 thread
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.
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)