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-   -   SW Races (http://forums.wolflair.com/showthread.php?t=19606)

JmOz February 21st, 2012 02:42 PM

SW Races
 
Is the build a race feature from SW D in the program?

CapedCrusader February 21st, 2012 07:50 PM

It sure is. It's called Racial Properties. Open the Editor and take a look. The Races are built in the Editor, usually by the GM. Go to that tab, and click New(Copy). There's the list of available Racial Properties. Since they didn't really name them in the SWD book, you may have to look around a bit. The basic idea is to create a copy of the base Property, and give it a descriptive name that has meaning in your current campaign. When you've created the renamed Properties you want to use, you bootstrap them to the Race you're creating.

There's going to be some detailed documentation coming out as soon as I finish working on Magic Items for the Fantasy Companion. It will list the individual Properties in the same order as in the SWD material, with their definitions. Until then, if you have any questions I can answer them here.

JmOz February 22nd, 2012 03:48 AM

Thank you for the reply. One last question (note that I am deciding wether to buy the SW Pack), can I play around with the feature with the free demo?

SAbel February 24th, 2012 03:36 PM

Hey everyone,
I am working on adding Savage Justifiers right now and I was wondering if anyone has used the bootstraps for adding abArmor? If I read the tags correctly is should allow the user to pick an added natural armor value.
Here is how I came to that :)
abArmor (which is natural armor)
text box reads:
A creature's Armor adds to the creature's Toughness (already added in to its statistics), usually in all locations. Thick, leathery hide generally offers 2 points of Armor. "Armored" creatures like a stegosaurus generally have 4 or more points of protection. Supernatural creatures may have much higher Armor values. A living statue, for example, might have 8 points of Armor or more.

Then in its right side fields it has a tags that states this;
Group Id User Tag ID NeedValue
Name: NeedValue Abbrev: NeedValue

Which I believe means that the user should be able to enter a value for Natural Armor
And Idea?

SAbel February 24th, 2012 04:03 PM

Also any idea on how to give a race a bonus skill that starts at X value ie stealth D6

CapedCrusader February 25th, 2012 01:30 AM

JmOz - Yes, it should be available in the demo as far as I know.

SAbel - I can help you with both of these, but a) it's late and b) I need a little more info. What are you bootstrapping to? You'll likely need to bootstrap the ability (abArmor) and then set a field value to the Armor points you want.

For the Skill bit, check Racial Properties. There's a choice on that list that does a d6 in a Skill like that. If that doesn't get you what you need, I can help you set it up.

JoeOfMars June 9th, 2013 10:17 AM

Hello, I am trying to create Savage Mars races using the HL Editor. I tried to create an Earth Man with +1 Die in Strength, but when I used the Bootstrap attStrength, it doesn't show up when I choose that race in character creation (it says it in the race description but it doesn't add the +1die to the attribute). I can't find any 'Enhanced Strength' in Racial Properties, so am I maybe looking in the wrong place, or doing something wrong? Thanks!
JoeOfMars

CapedCrusader June 14th, 2013 10:05 PM

If you want to increase Strength one die type, take a look at Enhanced Attribute under Racial Properties in the Editor. Copy it, and name the copy something appropriate and assign it to Strength. Then bootstrap the Racial Property to your Earth Man Race record.

mateodesantafe January 13th, 2014 04:42 AM

For the life of me I cannot figure out how the editor works? I followed the tutorial and was just plain confused the whole time.

CapedCrusader January 14th, 2014 06:17 PM

What are you wanting to do? I can help.


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