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Avatarofhendrix

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I'm trying to work on a conversion of the rules for this setting, but am running into some trouble. Can anyone help me with the following

-There is a hindrance that makes a certain race have to spend 2 Attribute points whenever they want to upgrade their smarts die. How would I go about changing the value of that attribute for that specific race

-I know how to add a natural weapon, but I don't know how to change the damage die.

- A certain race gets an extra attribute point. How do I edit that.

THanks to anyone who can help!
 
I can help with this.

The new Racial Properties list handles the first one. It's right out of the Savage worlds Deluxe book.

I have the code for this, but I'm getting ready to head out of the house. I'll post it later today/this evening.

This one, too.
 
OK, as far as Racial Properties go, there are two versions of what you asked about: Costly Attribute, which forces an attribute to cost twice as much during character creation but Advances normally, and Very Costly Attribute, which is the same as Costly but takes 2 Advances to boost during game play.


The code for the natural weapon question is:

Initialization/1000
perform hero.child[wpUnarmed].setfocus
perform focus.assign[WeaponDie.2] ~(Assigns a d4)

If it already has a different weapon die assigned, you'll have to delete it first.


The code for adding a single attribute point would be:

Setup/8000
#resmax[resAttrib] += 1

For this one, is it that the Race has an extra attribute point they can put anywhere? If it's for a specific Attribute, the new racial Properties handles that (Enhanced Attribute).
 
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