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The only way to really fix it would be to go back and re-code every Edge with a requirement of having another Edge to look at the Super Power stack as well. And it would only affect characters that use the Super Edge Power. I'll try to think of another way around this issue.
var isSkill as number
isSkill = 1
if (field[usrChosen1].ischosen <> 0) then
~ Account for Attribute modifiers
if (compare(lowercase(field[usrChosen1].chosen.field[name].text),"agility") = 0) then
hero.child[attrAgi].field[trtMaximum].value += 1
#traitcreation[attrAgi] += 1
isSkill = 0
endif
if (compare(lowercase(field[usrChosen1].chosen.field[name].text),"arcane") = 0) then
hero.child[attrArc].field[trtMaximum].value += 1
#traitcreation[attrArc] += 1
isSkill = 0
endif
if (compare(lowercase(field[usrChosen1].chosen.field[name].text),"smarts") = 0) then
hero.child[attrSma].field[trtMaximum].value += 1
#traitcreation[attrSma] += 1
isSkill = 0
endif
if (compare(lowercase(field[usrChosen1].chosen.field[name].text),"spirit") = 0) then
hero.child[attrSpi].field[trtMaximum].value += 1
#traitcreation[attrSpi] += 1
isSkill = 0
endif
if (compare(lowercase(field[usrChosen1].chosen.field[name].text),"strength") = 0) then
hero.child[attrStr].field[trtMaximum].value += 1
#traitcreation[attrStr] += 1
isSkill = 0
endif
if (compare(lowercase(field[usrChosen1].chosen.field[name].text),"vigor") = 0) then
hero.child[attrVig].field[trtMaximum].value += 1
#traitcreation[attrVig] += 1
isSkill = 0
endif
if (isSkill = 1) then
perform field[usrChosen1].chosen.field[trtRoll].modify[+,1,"Professional"]
endif
perform field[usrChosen1].chosen.assign[Duplicate.Profession]
endif
Actually, it does. It's listed under Power Type. If that's not enough detail, use the Trappings field or add a new Power Type.
Does that cover what you are after?