Nekomimi for Art of War using Savage Worlds, #SWADE

Nekomimi revision for our Savage Worlds Art of War setting.
#SWADE

A recent update from our Art of War Kickstarter for Savage Worlds Adventure Edition.

Think of Kemonomimi in Art of War as the Faunus found in RWBY.

Nekomimi

Nekomimi are blessed with the blood from the cat spirits. Often viewed as lazy, Race Nekomimi Femalecapricious, and vain, nekomimi are creatures dedicated to exploration of luck in all its forms like their yokai antecedents. To truly understand them, one has to know they consider luck to be a living, sapient cosmic force (much like Chi). It is capricious and unpredictable, twisting events and coincidences according to its whims, sentiments, and desires. A nekomimi life is shaped by this understanding—they know the well deserved fruits of hard work can be taken away in a blink of an eye, the lazy can prosper, and the true love can be found and lost on the same night. This sense of impermanence and undeserved consequences of life makes nekomimi either detached and distanced from the life or passionately grasping the life as it comes.

While some nekomimi choose one of those stances over the other, many oscillate between those two philosophical paths (with the most extreme and the most stereotypical ones doing that on a moment’s notice). The more detached nekomimi respect the stoicism of the akaimimi, while the more hedonistic ones feel particularly aligned with the curiosity and joyfulness of araiguma and tanukimimi. Their opinion of inumimi and usagimimi tend to be less respectful, finding their communal spirits too restraining.

Like other kemonomimi, nekomimi are almost human, except for a pair of ears and a tail, resembling ears and tail of a cat. They are usually slender and lithe in build. Their skin colors ranges from pure black, through various bronzes, to reddish, orange,various tones of pink, to almost white, while their hair can be of any color seen in humans plus tones of green and blue. They can also have unusual combination of hair and skin color, such as orange hair and brown skin.

Fortune’s Agents, Fortune’s Playthings
There is a common sentiment among nekomimi that, despite all their supernatural power and command over the world, the deities are no less playthings at the mercy of the Fortune than the mortal beings. Heroes live with the blessing of the Fortune and die at the Fortune’s slightest whim more so than most other people. It is no wonder that mischievous nekomimi are attracted to adventuring life.
Racial Traits: 
Low Light Vision: Kemonomimi are born with the optic inheritance of their animal ancestors. They ignore penalties for Dim or Dark illumination.
Playing with Fortune: Nekomimi have a natural aptitude towards games of chance. They start with d6 Gambling.
Lucky: Fortune giveith. Nekomimi draw one additional Benny per game session. This may be combined with the Luck and Great Luck Edges.
Unlucky: Fortune takeith. They have the Unlucky Hindrance.

Status of Art of War

Art of War Jumpstart, “Frozen Fields” is out now! And for FREE!

An updated I posted to our backers of our Kickstarter.

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If you have backed the Savage Worlds Adventure Edition kickstarter and received ACE Jumpstart Bundle 4, you will notice we have our jumpstart “Frozen Fields” in that bundle.

In case you didn’t back the Savage Worlds Adventure Edition kickstarter (even if you did) but want to add it to the fray of freebies, here >>> is the link <<< to the jumpstart.

The core PDF for Art of War & Kui’s Journal are going to be released at the same time. What is the ETA? It is looking to be mid July with print shipping. My goal is to get the PDFs to you at end of June.

Let’s talk Frozen Fields pre-generated characters!

Art of War Frozen Fields jumpstartWe have two kemonomimi characters, both are usagimimi. Keeping track of the mechanics at home?

Species stat block: 

Defined by Trade: The Usagimimi all enjoy and respect hard work done by others. They strive to be successful in a skill of their own. Usagimimi start with one skill (of their choice) at a d6.

Low Light Vision: Kemonomimi are born with the optic inheritance of their animal ancestors. They ignore penalties for Dim or Dark illumination.

Rabbit Run: They have a +2 Pace and their running die is increased by a die type.

Skittish, Yet Dashing: Usagimimi subtracts 2 when resisting Taunt attacks and when making Intimidation rolls.

Teru is a female Shinobi with a specialty in infiltration and Big Brother has the Hero Trope.

Hero Trope? Yep, the chart rolling character creation Trope. Let’s glance at the raw text (subject to change based on your feedback and thoughts).

One of the following Core Skill starts as a d6:

  • 1: You may choose any of the below results
  • 2: Athletics
  • 3: Common Knowledge
  • 4. Notice
  • 5: Persuasion
  • 6: Stealth

The Hero makes one roll on the Edge table. They may select an Edge in that category ignoring Rank and Trait requirements, but must meet any Edge requirements. Example: Ironfist must already have Nerves of Steel to select Improved Nerves of Steel

  • 1-2: Background
  • 3-4: Combat
  • 5-6: Social
  • 7: Chi Edge
  • 8: You may choose any one of the previous results.

The Hero makes one roll on the Hero Qualities Table: d10

  • 1: Bravery – The hero begins with the Brave and Bolster Edge.
  • 2: Ingenuity – The hero increases Smarts by one die type and may reroll one Smarts related skill per session.
  • 3: Supportive – The hero begins with the Reliable and Command Edges.
  • 4: Strength – The hero increases Strength by one die type and adds +2 to all Str based damage rolls.
  • 5: Resilience – The hero gain +1 Toughness and adds a +2 to Soak Rolls.
  • 6: Morality – When the hero completes an act that results in benefiting the whole group without harming others, they gain a Benny. The hero increases Spirit by one die type.
  • 7: Passion – The hero begins with two skills at d6 and starts every session with an extra Benny.
  • 8: Flexibility – The hero increases Agility by one die type, and may reroll one Agility related skill per session.
  • 9: Confidence – When performing daring acts or faced with impossible odds, a hero receives a +2 to associated Trait rolls needed to complete it.
  • 10: Relentless – The hero increases Vigor by one die type and receive +2 on test to resist the effects of environmental based hazards (Heat, Cold, etc).

The hero makes one roll on Abilities Table d12

  • 1: Keep Going: By spending a Chi point or Benny, the hero may ignore all Wound and Fatigue penalties until the end of his next turn.
  • 2: Extra Effort: Select one known Chi Technique. When used the hero can apply a +1 modifier at no additional cost (if the technique this technique has the option of a modifier).
  • 3: Defensive: Once per round, a hero can deflect an attack against him by spending a point of Chi. This causes the enemy to completely discard the attack and classify it as a failure.
  • 4: Additional Edge: Choose one additional Edge, ignoring Rank and Trait requirements, but they still must meet any Edge requirements.
  • 5: Talismans: As an action, the hero can scribe a talisman in the same way as a Kui. Except the hero may only scribe Chi Techniques known to him.
  • 6. Ancestral Weapon: The hero inherits an antique weapon. The Hero treats this weapon as if she had the Trademark Weapon and it’s improved version. This also maintains a Chi Pool of 3. It can be tapped to fuel Chi related abilities with a free Spirit check. Once emptied, it must be refueled by the hero channeling Chi into it as an action and a Meditation roll.
  • 7: Companion: The hero begins with an animal companion, receiving the Beast Master Edge.
  • 8:  Chi Resistance: Chi Techniques that target the Hero suffer a -2 penalty and Chi powered damage is reduced by 2.
  • 9: Unnatural Speed: A hero doubles her base Pace.
  • 10: Oversized Weapon: To anyone else the weapon weighs a ton, but this exaggerated oversized weapon is light enough for you to wave around and is a Heavy Weapon in your hands. For a point of Chi, its damage die is increased by one die type until the end of your next turn.
  • 11: One More Go: Once per session, should a hero be Incapacitated, he may spend a point of Chi or a Benny to immediately remove a wound.
  • 12: Walk Your Own Path: Select any other result on this table, or choose 2 additional Chi Techniques and increase your Chi Pool by 1.

Then you get Dai Tong, the Youxia of the Serpent Clan. Youxia have Kensai which starts you at a Jutsu d6+1 when using your selected weapon. You also see a GREATLY revised Defensive ability, plus Conditioning. That’s the Youxia Trope.

The Samurai Trope is on display with Broken Blade. He also showcases the revised trope that now houses select Stances as part of the build. He gets flustered in situations of romantic entanglement with the Nosebleed Hindrance preview.

Amora Game Seeks Freelancers

Pre “open call for submissions”

Cover mockIn a few weeks, Amora Game will be releasing Art of War campaign setting. An anime martial arts inspired fantasy setting that is compatible with both Deluxe and Adventure edition of the Savage Worlds core rules. Amora Game looks to continue expanding the world of the San Empire through a series of small pdf releases, commonly called “one-sheets”. Amora Game has the intentions to release 36 one-sheets covering topics ranging from new Species, encounters, organizations, continuous adventures and world details.

In order to meet this hefty goal, Amora Game is looking to contract interested freelancers over the next couple of months starting the day after the publication release of Art of War. The company is look for fresh idea pitches to flesh out the world. They are also looking for writers willing to take on pre-outlined assignments. Amora Game looks to work with both established and new freelancers to accomplish this task.

Amora Game considers this a pre “open call for submissions” for material to build the Art of War product line.

TERMINOLOGY

“Company” refers to Amora Game.

“Author” refers to freelance writer.

Job Requirements:

  • Must have access to the Savage Worlds Adventure Edition “#SWADE” core rules. https://www.peginc.com/store/savage-worlds-adventure-edition-core-rules-pdf-swade/
  • Submissions must follow closely to the Savage Worlds industry standard: https://www.drivethrurpg.com/product/261864/Savage-Worlds-Adventures-Guild-Style-Guide
  • Must be of moral and ethical character and standing.
  • Knowledge of some of one or both Chinese and Japanese folklore.
  • Must be able to meet a contractually assigned deadline of assignment negotiated date between Author and Company.
  • Must be able to provide communication to the Company, should an interference arise with a project or deadline. (We are all humans, we understand life, family, and more importantly self-care comes first.)
  • Perform revisions necessary to complete the assignment to the satisfactory elements and flavor for Art of War, and Company.
  • Understand and agree to follow Nondisclosure Agreements.
  • Ability to write in active and present tense.
  • Be Creative.

 

Project Length: Each one-sheet accepted pitch or assignment will consist of a minimum of a 2,700 word count and a maximum 3,000 word count.

Pay Rate: $50 for each 3,000 completed word count, finalized and accepted by Amora Game. Paid upon completion of assignment.

(Verbiage note: Meaning if a completed assignment fails to meet expectation, final assignments can be rejected and assignment canceled. Amora Game will hold no claim to the material rejected. Writers can then deduct the established IP and are free to do what they wish with their material; ie publish through SWAG. Additional Note: Amora Game has only every rejected one assignment that was not up to standard and submitted past contractual deadline. We have been known to reject pitches, but have offered suggestions and revisions needed to pitches before it could be accepted.)

Submissions: AmoraGame @ G mail

The below list will be updated as time goes by signifying assignments and or accepted submissions.

One-Sheets that have been assigned:
Frozen Fields
The Magnificent Heroes
Was that Monkey?
Species: Oni-blooded
Species: Pandamimi

One-sheets that have outlines needing assignments:

Hot Springs Retreat
Ogre of the Cherry Tree
Haunting of Frost Hill Sanctuary
Rise of the Wu
The Forgotten Terracotta
Silk Butterfly Tournament

Oni, Flavor, and Art of War

YUM! Flesh Eater!!

The kickstarter for our anime inspired setting for Savage Worlds is going well. I do want it to be more successful, but successful is where it’s at. The backers that have chipped in to make this dream one step closer are the best backers yet. Little do they know, Amora Game is working on a few extra goodies for them post funding. Like an action card deck and campaign map poster.

I digress: Today’s entry is to focus one type of Oni for Art of War.

XO (Shee-Oh)


Oni come in different forms, shapes and types. The most common Oni are those that take the shape of animals, either by an Ogre oni courting them to possess them in physical form, an angry demented spirit manifesting as an animal, or an Ogre oni having spawned through unnatural relations with a non-oni. These are referred to by Kui as XO (shee-oh), but the rest of the populace call them Oni X. Where “X” is the name or mutated animal form that it has taken. For example an Oni Scorpion is a larger version of a large scorpion.

XO share base physical traits that an observer can see with the proper eye. All XO appear slightly larger than their natural cousins. Some can be hyper-realistic in proportions, which can be stronger strength in a particular area of it’s body. If large or hyper-realistic all over, it can identify the XO as an elder.

Game Mechanic Trait: Flesh Eater

All Oni (name might be changed to Ogre, to neutralize cultural references), in Art of War  possess an trait called “flesh eater” that allows for an incapacitated or bound individual to be eaten. Resulting in the oni recovering wounds. This also causes serious injury to the individual.

  • Flesh Eater: Oni creatures heal wounds by consuming flesh. For every 2 lbs. of flesh eaten, an Oni recovers one wound or fatigue wound. This takes a full turn. At the end of the turn, the victim rolls once on the injury table.

This makes the artistically deadly and can make for some terrifying descriptions that the GM can use to set the seen of an Oni encounter. This is the simplest way to tack on the Oni subtype to a current creature on an existing animal.

Aged Oni Template:

For those that result in the hyper-realistic aspect to show age, should feel free to increase the size of the creature with the template: Aged.

Aged Oni have the following Special Qualities:

  • Size (+1): Oni this size are older and have out grown their cousin.
  • Superior: Oni that have lived this long have an awareness other animals do not. They have one die step higher than the animal counter part in Smarts, yet they are minor intelligence. They also have their Strength and Vigor increased by one step.

 

Well that’s it for this discussion and preview. Till next time

Tentacle Out!

 

Art of War & Anime inspired Games

By combining Anime, Films, & RPGs, I created Art of War.

Just past the 80% mark of the Art of War Kickstarter relaunch and we are almost to the final stretch. Just over $200 more till the original estimated goal is meet. As I take a Sunday to get caught up on a 20+ shows in queue from the Fall 2017 season to present I wanted to reflect on why this project is a heart project.

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The a core foundation idea behind Art of War is transcribing the elements of the classic Big Eyes, Small Mouth (3rd Edition) Anime Roleplaying Game into the Savage Worlds system. Much like the Savage Worlds Superpowers Companion, I wanted to create an Anime Companion. The thing that governs BESM is that it covers all Anime: Kaiju, giant Mecha, Sci-fi bounty hunters. While I do want to create an open Anime Companion for Savage Worlds still, I wanted to focus more on the fantasy or period pieces. While not the extreme tech-fantasy like Final Fantasy (which can be argued as a Sci-Fi), I wanted Samurai Champloo feel with more martial arts.

I also wanted to concentrate on the meshing of my favorite movie genres: Samurai Sagas (bushido) & Martial Art Epics (wuxia). To me, this is a combination of Japanese and Chinese “warlord eras”. Sengoku & Three Kingdoms. The perfect example of this mash up can be found in the movie: Heroes of the Eastmaxresdefault

fearless-katana

Or something along the lines of Jet Li’s Fearless. The one issue with these examples, and you must forgive me, is that they have a Chinese bent. They are Hong Kong action style films starring Chinese Actors, with one being specifically designed as a propaganda film. But it shows the premise of the CvJ genre I wanted to incorporate.

The difference between these ideas and what I have created is a inclusive environment compared to a versus environment. These two movie examples do recognize a joining of culture near the end of each film, but I wanted Art of War to have a completed narrative.

The world of Art of War is a combined influence of aspects inspired by these to beautiful and elegant cultures.

How does Anime and Films tie together?

By combining aspects of these three core basics: Anime, Films, & RPGs, I was able to play in a sandbox that would allow me to create a world that can use all three.

Take the new anime Yuuna and the Haunted Hot Springs, the title alone screams Ecchi. Hmmm. Probably not the best example, but work with me on this.
Here you have the main protagonist, Kogarashi Fuyuzora, who could very well fit into our hungry-ghosting- hunting exorcist Trope we call a Kui.

Sagiri Ameno is a good example of our Shinobi Trope.

Yaya Fushiguro is an example of a Nekomimi race from our setting, probably a Hero Trope.

Nonko Arahabaki – well maybe an external focused Buxist (drinking being the “trappings” of her Trance ability) or a Youxia Trope. She could easily fall into a Hero trope. Now we do not have an Ogre race in this game… It makes me think that I should. Oni are an enemy to the Empire in my game, but maybe something in a future supplement.

Where are you going with this blog entry?

Well getting the ramblings all together, I’m trying to say you do not have to play the default setting for Art of War. The Tropes and Chi system found in the book can lend itself to any anime or martial arts inspired setting.

Tentacle Out!

Developer’s Journal 5: SW Powers = Techniques

1 Chi Point = 2 Power Points (roughly)

Holy Moly it’s almost the end of June. It’s been a bit crazy on the home front. Working through a lot of projects and this tentacle hasn’t had time to write Monday Manga or a Developer’s Journal.

So let’s do the Developer’s Journal since we just passed a Wednesday.

Expanding upon our last Journal , I have to transfer all the known powers from Savage Worlds to the Chi system. Which is pretty easy to do. 1 Chi Point = 2 Power Points (roughly).  Since SW players know what Trappings are, we look to design them differently. We go with the battle anime’s version of “Lazor Rocket 2000” or “Face Palm of Truth” as fun trappings to help set the mood.

I looked at naming conventions of Powers, which are now call Techniques. This might cause a ruckus in the area of game development of SW of “short and sweet” or “fast and furious”, but I wanted flavor than just generic bolt or burst powers. So we named Techniques after famous or legendary people, or after a “zodiac” animal of the world setting. Such as:

Crane Wing 
 Cost: 1
 Duration: 3 rounds (1/two rounds)
 Trappings: “Bare Palm Defense”, “Monkey Tail Swap”
 Those that push away swords with the palms of their hands, or samurai who practice two weapon style defense emulate a crane’s large wing span. This acts as the deflection power.

OR

Fang’s Draught
 Cost: 1
 Duration: 3 (1/two rounds)
 Range: Spirit
 Trappings: “Ex Remover”, “Poison Sting”, “Withering Touch”
 Alchemist Fang worked for one of the Imperial Families and had access to numerous resources for her studies. She also had an abusive husband who she started experimenting on. Fang’s husband was found days later in a living mummified state. Fang went on to remarry. This power acts as the lower trait power.

 

To keep in line with the Savage Worlds License you can’t reprint powers, but you can make reference to their source. And let’s be honest, I don’t want to reprint every power in the book. That cost time, money, AND page count. Like most third party references, you should always go back to the original source. This isn’t to say we haven’t come up with new powers Techniques, because we have. Like Clone and Fei’s Shout.

The Techniques give Art of War that little anime manga flavor bit to the setting, but also keeps the idea of fantastic Crouching Tiger, Hidden Dragon running across bamboo limbs feel. The trappings are what make your home game personal vs that over there home game.

Developer’s Journal 4: World Setting Rules for SW

Setting Rules for an Asian Inspired SW

So some of my favorite rules are already implemented in the Savage Worlds explorer’s edition. Like Joker’s Wild and Blood & Guts. There is one that I like that was created by the folks over at Wine & Savages posted a fun setting rule that can be used for any martial arts / anime-manga style setting. They do a fun one called Comedy Backlash Comedy Backlash. (reprinted here for journal purpose)

New Setting Rule: Comedy Backlash
When a character utilizing Magic, Psionics, or Weird Science rolls poorly enough that backlash, brainburn, or a malfunction would normally be called for, the player (never the Game Master) can instead choose to suffer a Comedy Backlash effect. The hero is Shaken, but a second Shaken result cannot cause a Wound; instead, the player describes something embarrassing happening to the character.
Examples include:
  • The character accidentally destroys their own clothes, exposing themselves to onlookers.
  • Collateral damage from the attack causes debris to clonk the hero on the head.
  • The power explodes in the hero’s face, leaving cartoon scorch marks.
  • With the other player’s permission, the hero accidentally destroys another character’s clothes, exposing them to the original character’s bashful gaze. (The other hero does not suffer a Shaken result, but may wish to suddenly realize they’re naked after the fight is over.)
  • With the other player’s permission, the hero stumbles into a nearby ally, causing unintended intimate bodily contact and getting slapped for it.

With the above ^^ copy and pasted setting rule from them, I’ve developed a hindrance that could play well with the above. Rough draft for nose bleeds are below.

woooo

Nosebleed (major, minor)
Requirements: Novice
When being flirted with or having licentious thoughts most characters have blood rush to their cheeks, your character’s blood comes straight out their nose. Dirty thoughts, catching a risque glimpse of flesh or being placed in compromising situations, it’s fairly obvious when the character catches the slightest hint of the nude form.
As a minor hindrance your character’s nosebleed causes little to mild discomfort and results in a small trickle of blood running out of his nose. It’s more of an inconvenience and embarrassment in interactions.
When taken as a major hindrance the nosebleed turns lethal due to a fountain of blood loss. Your hero must make an unmodified Vigor check (beanies may be spent to reroll). On a fail, they fall unconscious after suffering 3 immediate fatigue and suffer one wound. One a success they suffer 1 wound due to intense blood loss and must take time to stop the bleeding. On a raise your hero only suffers from blood loss, 1 fatigue wound, and will need to take a minute to stop the bleeding.

With the 1st or 4th bullet point above, another player with the Nosebleed hindrance would play off each other very well.

A player who failed an activation of a Chi technique (my campaign setting powers) or who failed to activate a magic power suffer the effects of the 1st. Causing another player near by to suffer a minor Nosebleed adding to the anime comic relief of a glitch.

     Another setting rule I developed with inspiration stolen from HellFrost and Rippers is the our rule Way of Chi (draft)

Derived Stat:

Chi: 2 + ½ your Spirit die, modified accordingly.

What is Chi
Chi is the character’s inner capability to push themselves beyond the normal physical and mental limitations of the body. It’s a derived from the Spirit die. All characters can spend Chi to do many things. It’s their chance to will their destiny. A character can use it to re-roll their wild die,  increase their initiative, take an extra repeat action without suffering penalty.  It is sometimes used to fuel extraordinary powers that are called Chi Techniques. These techniques are explained later in this book. If a character’s Chi reaches zero a character suffer a Fatigue wound. A character is unable to heal this Fatigue until they have restored at least one point of Chi. Chi is explained further under the setting rules section of this book.

Way of Chi
Besides having the ability to power Chi Techniques for those that possess the ability, Chi can be used used by any Wild Card in the game. Chi is free to spend at any point on a Wild Card’s turn to perform one of the following actions:

  • Re-roll a Wild Die: A Wild Card can spend a Chi to re-roll a Wild Die at any point but only their Wild Die.
  •  Gain an Initiative Card: When initiative cards are dealt, a Chi point can be spent to gain an additional card. The hero decides which one to keep and discards the rest. Much like a Beanie is spent for re-rolling dice, a player can spend Chi to gain multiple cards. They can only keep one card as an initiative card.
  • Take a Repeat Action: A hero can spend a Chi point to repeat an action they just took, but suffer the multi-action penalty. They can spend 2 points to negate the penalty for multiple actions on the repeated action.

When a character’s Chi reaches zero they suffer a Fatigue wound. A character is unable to heal this Fatigue until they have restored at least one point of Chi to character’s Chi pool. The process of recovering Chi during a session is fairly simple. It requires the hero in game, to spend some time meditating. This meditation requires roughly an hour where the hero takes no other action except that of concentrating and centering themselves. If they take damage from any source or fall under an effects caused from of an outside source, they lose their focus and must start again. If distractions are avoided,  a successful Meditation roll, regains 1 Chi point, and on a raise they recover 2 points.

 

So that wraps up our (almost) month of silence since I got back from Japan. That blog of that is coming soon, as is the 4 draft reviews of Manga series I’ve finished.

Tentacle Out! ~TG