Author Topic: Designing Modules or Archetypes  (Read 3322 times)

Maingunnery

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Designing Modules or Archetypes
« on: 10 March 2022, 16:15:43 »

I find myself having to design number of life modules and archetypes, but I have limited experience with AToW, so I would like to ask for tips and experiences.

Please share.  :)
Herb: "Well, now I guess we'll HAVE to print it. Sounds almost like the apocalypse I've been working for...."

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victor_shaw

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Re: Designing Modules or Archetypes
« Reply #1 on: 10 March 2022, 19:08:41 »
It really all depends on what you are looking to accomplish and why you feel the life module is needed.

Daryk

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Re: Designing Modules or Archetypes
« Reply #2 on: 10 March 2022, 19:37:27 »
As long as the points all add up, I'm not sure what else to tell you.  I've made a few that are linked in my sig block if you want examples.

theagent

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Re: Designing Modules or Archetypes
« Reply #3 on: 22 March 2022, 13:24:47 »
I find myself having to design number of life modules and archetypes, but I have limited experience with AToW, so I would like to ask for tips and experiences.

Please share.  :)

First off, are you asking about converting a life module/archetype that hasn't already been converted from a prior edition to AToW, or creating something from scratch.  Creating from scratch is going to be much harder, but also gives you a lot more freedom.

Second, ask yourself if the new module is actually needed, or if there's an existing module that already covers it.  For example, MW3/CBT Companion had some additional Stage 4: Tour of Duty paths that never made into AToW...at least not exactly into AToW.  However, I would daresay that converting MW3's Tour of Duty: Draconis Combine would, at the very least, be based quite a lot off of AToW's Tour of Duty:  Inner Sphere, so it might not even need converting (just maybe some "suggestions" as to particular skills/traits the player should focus on).

Next, ask yourself if there's an existing module that you can use as a base for the module you want to use.  As mentioned above, someone wanting to convert one of the additional MW3 Tours of Duty will want to pick the right base to work off of -- i.e. for Tour of Duty: Brotherhood of Randis, since the Brotherhood is based in the Periphery, AToW's Tour of Duty: Periphery is a better start point than Tour of Duty: Inner Sphere.

Finally, as pointed out, just make sure the point cost for the module matches up with the net total from all bonuses & penalties to skills, attributes, & traits, & you'll be fine.

Daryk

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Re: Designing Modules or Archetypes
« Reply #4 on: 27 March 2022, 09:42:02 »
When I made the "Shipwrecked" Stage 4 module, I took cues from the Back Woods Stage 2 and 3 modules in AToW.

Maingunnery

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Re: Designing Modules or Archetypes
« Reply #5 on: 27 March 2022, 19:11:10 »

Based upon the feedback I took the following approach, I grouped the various characters for the my Society AU faction into four meaningful Archetypes.
When trying to use as many canon modules as possible, I noticed that I needed two additional modules to make it all work.
One for characters that are born into the faction and one for those that join it, I have used several existing modules as basis.


Stage: 0   Affiliation - The Society (3085+)      
Module Cost   100 XP      
         
Primary Language   English      
Secondary Language   Any      
Fixed XPs         
   [Attributes]   
INT   25   
   [Traits]   
Enemy/   -50   Clan Warrior Caste
Equipped   25   
   [Skills]   
Small Arms   10   
Interest/Any   20   
Acting   10   
Protocol/Society   10   

   Sub-Affiliations

New Tanis
   [Attributes]   
WIL   20   
CHA   10   
   [Traits]   
Compulsion/   -10   Xenophobic
   [Skills]   
Survival/Any   10   
Martial Arts   10   
Negotiation   10   
      

Mobile Coreun   Born in space
   [Attributes]   
BOD   -10   
DEX   10   
RFL   10   
   [Traits]   
G-Tolerance   10   
   [Skills]   
Technician/Any   10   
Zero-G Operations   10   
Sensor Operations   10   
      50   

Flexible XPs   None      



Stage: (3 & 4)   Joining the Society   
Module Cost   550 XP   
Prerequisites   Character must not have the Combat Paralysis Trait.   
Time   2 Years   
Fixed XPs      
   [Attributes]   
INT   25
EDG   50
   [Traits]   
Equipped   25
Sixth Sense   20
   [Skills]   
Cryptography   50
Small Arms   50
Perception   50
Acting   30
      
Agents Only: For questionable characters that just trade favors
   [Attributes]   
CHA   25
   [Traits]   
Connections   25
Dark Secret   -25
Choose one: Equipped, Vehicle or Wealth   150
   [Skills]   
Security Systems   25
Negotiation   50
      
Recruits Only: For more loyal characters, that often fake their own deaths in Stage 4.
   [Attributes]   
WIL   50
DEX   50
RFL   50
   [Traits]   
In For Life   -100
Fast Learner   50
   [Skills]   
Technician/Any   50
Tactics/Any   50
Protocol/Society   50
      
Flexible XPs   None   

Herb: "Well, now I guess we'll HAVE to print it. Sounds almost like the apocalypse I've been working for...."

The Society:Fan XTRO & Field Manual
Nebula California: HyperTube Xtreme
Nebula Confederation Ships

Daryk

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Re: Designing Modules or Archetypes
« Reply #6 on: 28 March 2022, 03:14:08 »
The math adds up at least!  :thumbsup:

 

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