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-   -   Making Natural weapons upgradeable (http://forums.wolflair.com/showthread.php?t=58312)

salcor May 2nd, 2017 07:38 AM

Making Natural weapons upgradeable

So I am still working on putting the Aliens and Adversaries Sci Fi Bestiary into Hero lab, partly to educate myself. But I had a question, is it possible to make a natural weapon upgradable under the sci fi rules? For people that have the document I got the Crystar race working, but I was looking at the Crystar Avenger NPC that has the basic crystal claw attack increase in damage and AP.

Any thoughts on how to make this item so it can be modified?


zarlor May 2nd, 2017 09:37 AM

So you're saying you have a race that you have bootstrapped some kind of Claws (as a natural weapon) to, right? I'm going to guess that shows up like Unarmed Strike does, so it's not really something that you can modify through the standard HL interface. So the question then is what provides that boosted claws? Is it an Edge, for example? If so you can always just bootstrap the improved version of the claws to that Edge. The sheet will show two "weapons" for Claws, if you will, but it should be obvious that you would just ignore (and uncheck) the lower damage one, or the one without the improvements, anyway. That's what I did for the Harrowed Improved Claws Edge in Hell on Earth: Reloaded.

Paragon May 2nd, 2017 10:05 AM

You ought to be able to do something like what Improved Martial Arts does here; that upgrades the basic martial arts d4 to a d6 with the following code in an eval script:


  if (field[abilActive].value <> 0) then
        perform hero.child[wpUnarmed].setfocus
        perform focus.delete[WeaponDie.2]
        perform focus.assign[WeaponDie.3]

Assuming the natural weapon is IDed as a wpWeapon too, if you substitute that in and adjust the die sizes as appropriate, it ought to do that job. The only question is what causes it (an edge, hitting a certain level, or whatever)

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