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Arcane Background (Super Powers) in Hero Lab

Nestor

Member
I just picked up the Super Powers Companion package for the new Savage Worlds Deluxe data files and immediately found what I think may be a glitch.

According to the book (and the description for the item in the HL) the Arcane Background grants the character 10 points to build his/her super powers. Yet when creating a character with the Inherent Power setting, the Super Powers tab shows 15 points to spend, not 10.
 
By any chance have you selected Super Karma for that character? It grants an extra 5 points in exchange for taking an extra Major Hindrance.
 
Yes, they are. You get them by taking the Super Karma. The choosing of the specific Major Hindrance is a separate action. Super Karma prevents the error message that having the extra Major Hindrance would normally generate.
 
Okay. That seems a bit bass-ackward, though, since the setting rule doesn't automatically grant the extra points (only the opportunity to get them by taking a Major Hindrance).

It's not a critical issue. HL doesn't flag you for unused Power Points. I just wanted to understand why they were showing up.

Thanks.
 
Actually, it does generate a warning if all the Power Points aren't spent, but it's just a warning so it doesn't do anything other than show the warning.
 
A humble suggestion: Perhaps adding the option of more Power Points to the Hindrance rewards if the Super Karma rule is checked? Along with allowing an additional Major Hindrance, of course.

After some experimentation, I've found the current system does complicate validation, as a player could use the extra points but not buy the Major Hindrance to cover them without triggering any warnings.
 
This is something CapedCrusader and I already discussed briefly via email. We need to revise how this works, as the current method is definitely able to be abused.
 
Yes, we've come up with a way to deal with this. It'll be out as an update when the Fantasy Companion comes out.
What we're going to do is subtract the reward points the power points would have cost (-2) from the hero's reward point total, and then perform a validation warning to make sure at least one Major Hindrance was taken. The hero will be short 2 reward points unless they add the Hindrance points.
 
Not sure if that's a viable fix. My concern is that Super Karma is a setting rule, as in assigned to all characters in a campaign, but not a requirement, i.e. not all characters will take it.
 
That's why it's selectable on a per-character basis on the Configure menu, and not as a Setting Adjustment. The -2 adjustment won't occur unless Super Karma is selected for that particular hero.
 
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I guess. The rulebook presents it as a setting adjustment, but I suppose one can instruct players to select it only if they're actually going to use it.

Thanks for your attention. I'll await the update with worm on tongue. Bated breath. ;)
 
Well, it's a Setting Adjustment, but it only affects those characters that choose to use it. For the mechanics to work right, it needs to stay where it is. We're changing the wording to make it more clear that clicking it in the Configure Hero window applies it to the character.
 
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