Fixed that and all the other items. Will go out in the Tuesday update.
Thanks Lonewolf. YBAS
Printable View
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?
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.
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.
To change the ability used for a Power or Attack etc right click and select the pen icon and type in the ability needed.
I'll look at Powers and add effects for them.
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.
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).
Right click on the Type drop down, click Set Trait:
Attachment 66833
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)