• Please note: In an effort to ensure that all of our users feel welcome on our forums, we’ve updated our forum rules. You can review the updated rules here: http://forums.wolflair.com/showthread.php?t=5528.

    If a fellow Community member is not following the forum rules, please report the post by clicking the Report button (the red yield sign on the left) located on every post. This will notify the moderators directly. If you have any questions about these new rules, please contact support@wolflair.com.

    - The Lone Wolf Development Team

Smite issue

Jigg

Member
I'm giving a character the Smite power, and it's expecting a skill to be selected. As far as I know, Smite isn't dependent upon a skill. Could this be a glitch with SPC? I know super powers have to be linked to a skill, but the normal power doesn't.
 
Hell on Earth: Reloaded is the only rules setting selected. Other than that it's equipment and output options.
 
Hmmm.. I just tried a quick portfolio, HoER selected, just the Output stuff and "Show Vehicles" selected, set everything up to do a Templar, added "Smite" on the Arcane tab and the only thing it's expecting from me is to click on the trappings button to select what trappings I want for it (well, for Smite and for Healing, too.) But nothing about any skill selection.

Are you saying something on the Skills tab goes red when you add the Smite power?
 
That's correct. I ended up selecting Weird Science (Arcane), which is redundant but it accepted the spell then.
 
Oh! You're doing a Junker? Then that's the reason. Remember that a Power with Wierd Science isn't a power like for Magic, it's an ITEM and depending on the "trappings" (essentially what you make the item out to be) will depend on what skill is used to for the item. For example, lets say you selected Bolt and it was put into a Ray Gun. In that case you wouldn't be using the Weird Science skill to activate the power, you'd actually use Shooting instead. So, yes, the program is working correctly for that. :)

Now for Smite, it depends on the item you put it into. Maybe if it's a vibro-sword the skill used would be Fighting, but if it's something more like a Taser then maybe it would be Weird Science to activate it. The point being it's not always going to be the Weird Science skill used to activate any given gizmo so the program wants to ask you what it should use.
 
Back
Top