Art of War (pregen): Silent Bell

A #savageworlds pregen for the South of the Wall adventure.

A pregen for the South of the Wall adventure.

Silent Bell
Born in the destitute slums of a feudal lord along the eastern coast, the one known as the “Silent Bell” did what was possible to survive. Silent Bell was taken in by an orphanage at a young age, however being unable to speak since birth caused her social issues. Only being able to put up with so much teasing, “Bell” left the orphanage to find a life as a street urchin stealing what was needed to survive. Bell found shelter and comfort with other children and kemonomimi in dire straights. An Araiguma, Tum-Tum, took a liking to the small Bell and taught her the secrets of surviving.
She did very well for herself, living a carefree life doing what she wanted, while never being under the authority of anyone. Her arrogance was answered by a hawk-eyed fruit vendor, leading to a chase through the market square on a sunny afternoon. Finding refuge over a wall, Bell sought shelter in a near by building. Upon shutting the door, she turned to find a room filled with monks sitting quietly watching her. A knock would usher several monks guiding her through a garden to a back entrance.
A month went by as Bell found herself continuously drawn to the White Lotus Temple where monks tended gardens and blended into the background as parishioners paid homage to the shrine. She felt kinship to those that held a vow of silence and worked hard to repay them. Years after being indoctrinated, Silent Bell works as an advocate for the poor and looks to use her newly acquired land to open her own temple under the banner of the White Lotus.

Race: Human
Clan: n/a
Trope: Buxist (internal)
Attributes: Agility d8, Smarts d6, Spirit d4, Strength d6, Vigor d6
Skills: Acrobatics d8, Fighting d6, Knowledge (ceremony) d4, Knowledge (history) d6 Healing d6, Lockpicking d6, Meditation d6,  Notice d6, Persuasion d4, Stealth d4, Streetwise d6
Cha: 0; Pace: 8; Parry: 5; Toughness: 5
Hindrances: Mute* (major), Vow (minor, poverty), Beyond the Borders* (minor)
Edges: Acrobat, Fleet-Footed
Max Chi Pool: 4
Chi Techniques: Clear Vision, Detect Inner Thoughts
Gear: Travel Kit (bedroll, blanket, water skin, rope (10”), 7 rations), 200 ki (money)
Special Abilities:
Trance: Spending a full turn, Buxist fall into a temporary trace where they roll a Meditation check. On a success they enter this trance for a number of rounds equal to half their Smarts die, or full Smarts die on a raise. Upon entering the trance their initiative card is always considered a Spade and they are able to ignore wound penalties until the trance ends. When the trance does end, a Buxist must spend a Chi point for each wound before incapacitation that was incurred or suffer an equal amount of Fatigue wounds. While in this trance, should a monk get to the point of incapacitation, they may spend a point of Chi to remain conscious for one additional turn.

Chi Technique
Detect Inner Thoughts
Cost: 1
This technique works as the mind reading power.

Clear Vision
Cost: 1/2/3
Duration: 3 rounds
For 1 chi point, the hero ignores any and all obscurement penalties (darkness, fog, blindness, invisibility, etc). Cover penalties for solid objects still apply as normal. The area that can be sensed is a small burst template focused on the hero.
For 2 points the character can extend this area of effect to a medium burst template and can sense all around him, negating all attackers’ Gang Up bonus against him.
For 3 points the character extends their senses to a number of allies equal to half their Notice die. They gain the senses as though they had spent 3 points so long as they remain in an area of a large template focused on the hero originating the power.

Hindrance
Beyond the Border
The hero suffers a -2 on all Common Knowledge and Notice rolls in situations recognizing ceremonies, events, honor, saving face, or analyzing styles of martial arts.

*denotes Hindrances to be found in Art of War

Art of War (pregen): Saeko

Saeko, Serpent Shinobi pregen for the South of the Wall adventure. (Savage Worlds)

PreGen for the Art of War (Savage Worlds)

A pregen for the South of the Wall adventure.

Saeko
Saeko was raised in the Serpent lands among the foothills of Mt. Rinzai. She lived a happy and productive youth, even coming from a loving home with two older brothers and a younger sister. She has never lived in a situation of strife and never had to struggle to survive, or go without. She has been blessed with height, a strong athletic build, and is well liked.
As a member of the White Scales Scorpion Temple, Saeko was sponsored by a Serpent Clan family and given clan honors. While attending school, she excelled in physical exams much to ire of her classmates. Gaining favor and special permissions, the others didn’t take to kindly to her presence. Those that tried to confront and challenge her, quickly learned that she was more than a match for them.
As fortune had it, and to the chagrin of the Serpent Clan, upon graduation she was given approval to join the volunteer forces on the condition to challenge her abilities. This was approved by the White Scales on the condition that she sends regular reports to the White Scales on the progress south of the wall.

Race: Inumimi
Clan: Serpent
Trope: Shinobi
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Acrobatics d6, Climbing d8, Fighting d6, Intimidation d6, Investigation d6, Lockpicking d6, Mediation d6, Notice d6, Stealth d6, Survival d4, Taunt d4, Tracking d6,
Cha: 0; Pace: 6; Parry: 5; Toughness: 8 (1)
Hindrances: Arrogant, Coldblooded (minor), Enemy (minor), Loyal
Edges: Absorb, Dire Wolf Breed
Max Chi Pool: 5
Chi Techniques: Chi Attack (melee), Koi’s Teachings
Gear: Reinforced clothing (+1 Armor), Ninjato (Str+d6), backpack, beadroll, blanket, 10 candles, flint, grappling hook, rope (10′), signal whistle, 40 ki (money)
Special Abilities:
Guard Dogs: Inumimi gain  a +2 bonus on checks based on smell and hearing.
Bite: Str + d6 damage

Chi Technique
Chi Attack (Melee)
Cost: 1
Once per round by spending a point of chi be for an attack, the hero adds +1d6 to either the attack or damage roll.

Koi’s Teachings
Cost: 1
Duration: 3 rounds
Range: Touch
The hero selects one Wild Card or Extra. When the selected target incurs a wound or fatigue wound, the hero must forego his wild die on his next applicable roll to allow the target to receive a second soak roll, if the first one failed. The target must accept the roll of the second soak roll.

Art of War (pregen): Silver Fang

A pregen for the South of the Wall adventure. (Savage Worlds)

PreGen for the Art of War (Savage Worlds)

A pregen for the South of the Wall adventure.

Silver Fang
The nekomimi samurai known as Silver Fang began as a humble servant of the Lao Family. Silver spent his youth as an attendant to Xiao Lao as he attended his studies in the morning and practiced with sword tutoring in the afternoon. It was one of these tutors that was abusive in his teachings to young Master Xaio. Only when a training session finally went too far did Silver act on instinct.
Silver never knew what happened to the tutor, but Silver earned the additional name of Fang and was sent away from the Lao family to attend an elite sword school in the capital of the Tiger Clan territory. Silver Fang spent several years honing techniques and training in the ways of a solider. Upon his graduation, the Lao Family dismissed him as a servant and began to employ Silver Fang as a personal guard to Master Xaio.
After many years of services, Silver Fang was given leave of absence to find his own way in the world. Fang decided to answer the call and join the voluntary services.

Race: Nekomimi
Trope: Samurai
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Fighting d8, Gambling d4, Intimidation d4, Investigation d6, Knowledge (Battle) d6, Knowledge (Security) d6, Meditation d6, Notice d6, Riding d6, Shooting d4
Cha: 0; Pace: 6; Parry: 7; Toughness: 8 (3)
Hindrances: Curious, Internal Blockage (major), Loyal, Quirk (snoring)
Edges: Counterattack
Max Chi Pool: 2
Chi Techniques: Scorpion Sting
Gear: Samurai Full Plate (+3 Armor), Katana (Str+d6+2, AP 2), Travel Kit (bedroll, blanket, water skin, rope (10′), 7 rations), 125 ki (money)
Special Abilities:
Lucky: Nekomimi draw one additional Benny per game session.
Stoic: If a samurai is a defender in a Test of Wills, he may use Meditation skill in place of Smarts or Spirit. They also receive a +2 on rolls to recover from the Shaken condition and to resist Fear effects.

Chi Technique
Scorpion Sting
Cost: 1
Range: Touch
The when the hero succeeds on a Touch Attack, the opponent must make a Vigor check or suffer paralysis for 1 round. A raise on the Touch Attack, the target suffers a -2 to the Vigor roll.

Tai, the Scheming Shadow

Tai is a petty thief that likes to use his talents to scheme…

Arrrg!

It is hard to keep up with the world and finding time to do a blog. As you may have noticed I have not relaunched the kickstarter just yet. I want to finish the module named: Shadow of Stork Borough. Named so after the villain named Tai, the Scheming Shadow. Tai is a petty thief that likes to use his talents to scheme, but he is also a coward and a pacifist. The below is a pre-edit clip from the adventure that introduces Tai.

———————-

Tai is a wandering petty crook and disgraced shinobi of the minor Viper Clan. Several months ago while spending time in the seedier parts of the Empire, he overheard conversations about lost treasures of Four Corner. Lifting the maps from those that congregated to explore the ruins, Tai followed the trail to a mountain temple. Inside he found artifacts from the First Temple of Daji.

The original explorers knew of Tai’s greediness and allowed him to cut his way through the hazards, so they didn’t have to. From a distance, they watched Tai enter the monastery and waited for his exit. After several days, they entered the compound to find Tai waiting for them. Using his prior training with a little help from the Sacred Goblet, Tai was able to alter his image and make a grand escape.

Since then, he has used the disguising powers of the goblet to carve out a living by selling it to merchants and stealing it back. As he has done to Da and Riku. The one flaw in the plan Tai did not count on, is that the two merchants are stubborn and deeply competitive. Taking advantage the shops being closed, he returns to the scene of the crime to make off with a bigger score. As the Heavens have it (or by a curse of stealing Daji’s goblet) the night he shows up, is the same night the Wild Cards are executing Xiao’s plans.

Tai, the Scheming Shadow*
A middle aged bald human wears the outfit of a shinobi. Tai is opposed to fighting if at all possible. He leaves confrontation to his shadow clones.
Race: Human
Trope: Shinobi
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Acrobatics d6, Climbing d6, Fighting d8, Investigation d6, Lockpicking d6, Meditation d6, Notice d6, Stealth d8, Streetwise d6, Survival d6
Cha: 0; Pace: 6; Parry: 6; Toughness: 5
Hindrances: Greedy (minor), Pacifist (minor), Yellow
Edges: Thief, Extra Chi
Max Chi Pool: 7
Chi Techniques: Clone, Bamf
Gear: Grappling hook, Katana (Str+d6+2, AP 2), Lockpick, Travel Kit (bedroll, blanket, water skin, rope (10”), 7 rations), Sacred Temple Goblet ($125)
Special Abilities:
Shadow Clone: For 1 Chi point, Tai can create a living shadow clone that last for 3 rounds.
Bamf: For 1 Chi point, Tai can use the teleport power. For every additional point spent at the time of activating this technique, he can reappear add an additional 10” away.

Shadow Clone (extra)

A physical manifestation of shadow in the shape and appearance of it’s master.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6
Pace: 6; Parry: 5; Toughness: 5
Special Abilities:
Fearless: Clones are immune to fear and Intimidation
——————

And there we have a sample of a “shinobi” trope for the game. A few game mechanics for the Chi Techniques: Clone & Bamf. A little character history, and a decent entry.

Until next time
~Tentacle Out!

More lessons learned from KS & Relaunch

Lessons Learned

The last two days I have been working through the budget of what can be cut, added and rearranged. I still need funds to guarantee I can pay for an editor or editors. That’s priority number one. I don’t need more art, but it I do want art to accent some areas of the book; mostly in the techniques chapter. I don’t like the map that was commissioned, which is why it wasn’t shown in an update. That needs reworking.

Some art for techniques & new map is a universal simple cost. Savage Worlds needs an editor. 5e needs an editor and a writer to flesh out mechanics for classes and archetypes.

Meanwhile looking at Kickstarter rewards can have a direct influence on how the project makes money to fund future budgets. A kickstarter has rewards that need to be covered and included in your funding goal. A PDF reward has no material cost, but should have a reasonable cost/value associated. Retail value for PDFs should be half or 3/4 the price of your physical reward. Money earned through a PDF reward does go straight to the project.

Physical rewards such as Books & Miniatures, have a physical cost that is directly deducted from the reward and should be listed with a margin above cost, close to shelf sales price. Most kickstarters will mark these rewards at shelf price, so they can count their profit as money to the project. Most books are marked up 4x production cost. So if you mark the book reward 3x production cost, but sale price is 4 or 5 times cost, backers tend to see it as a good discount. This does mean, you need to sell more physical reward pledge levels in this section to make it worth your wild. After you deduct your cost , the “profit” then goes straight to the project.

My initial goal was a cost margin spread across both versions of the book. If we keep half and make the next project focused for strictly on one version of the book, that covers cost and helps with more adventures and additional material resources. In addition, this gives time for the other version to catch up and finish development. Savage Worlds is finished, except for the editor. I think I have my next direction.

Trying something new

I have reworked my stretch goals and compared them to other kickstarters. I have also adjusted pledge levels to be a little more inciting. I want to try a short run campaign like I have seen others do in the past. They are exciting and at half price, it’s all or nothing. The goal will be to raise money for just an editor. It will be a 15-day campaign, and will will launch it on May 29. Art of War for Savage Worlds will have a goal of $1,000.00 or $1,250.00.

48 to the end of Art of War Kickstarter

We have (had) a kickstarter

After a too long of a hiatus, I’m back for another riveting rendition of the things we have been working on at Amora Game.

As many of you may or may not know, I have been publishing material from our Xeno File series here and on the Open Gaming Store under this moniker. My last article was November 2 of last year. What have I been doing with myself? What have you been doing without us?

This Tentacle has been busy working on a little project called Art of War. We are currently in the last 48 hours of our Kickstarter, and I have learned on this project.

  1.  Political Correctness: Very briefly we had someone perform their due diligence and say our project was appropriation. One thing to check during a PC environment is to make sure you do your best not to offend anyone. Having an anime Eastern fantasy setting can bring up such a challenge. While I having taken great pains to make sure nothing of the sort has incurred, I could see where one backer was a little offended saying, this was cultural appropriation. I get it. I do. While I could say it is actually appreciation, admiration and love for the history and countries that I have personally visited, that coming from a middle aged, middle class, white American gringo it sounds like just an excuse. But big companies like Paizo or Wizards or Fantasy Flight Games can introduce an Eastern setting without the internet proclaiming Orientalism. I get it. I can lay before you, saying this project is a love affair. The 1000 of artists and game designers out there are inspired by such rich and deep tradition, are wounded when things are said. All you can do is reassert your love, and continue with the project. Luckily we have been okay.
  2. Backers Cancelling pledges: It’s very interesting the answers you get from former backers if you reach out to them after they cancel their pledge. I never honestly assume a truthful answer is coming, but if I have offended someone, I want to do my best to correct it (see #1). Change your mind, awesome, I get that. Can not afford it, I get that too. I ask them if there is anything I can do to change their mind, or ask what they would like to see and sometimes we’ll get feedback. Then the random sort of “I don’t think your project will get funded, so I am canceling my pledge. I might back it when it has more funding.” If you cancel your pledge, that means that a kickstarter will not get funded. But if the kickstarter isn’t doing well and the time runs out, you don’t get charged. You are not out any money. Maybe it’s a way to save face, so they can say, “I didn’t back that project, I knew it was going to fail”. You see where my statements of not getting charged if it fails comes in.
  3. My complete lack of advertising: This is my fault. I didn’t advertise too much before the Kickstarter. I did a small Facebook and Tweet blast when it launched spontaneously without really thinking about it. I did not use all the tools at my disposal. This is my failing. However, I did do a small circuit around the web with two articles on OGN, Pinnacle put us in the Licensee Spotlight, the podcast Wild Die gave us a shout out, we released both a 5e and a Savage Worlds intro adventure South of the Wall Savage Worlds adventure pdf; South of the Wall 5th Edition adventure pdf; a teaser here Art of War Savage Worlds teaser PDF and we made an old Kemonomimi product free: Kemonomimi Race preview for 5th Edition; and an interview article is here. 

 

We are sitting at over 50%, but will it reach a new height. We’ll see.

Check us out if you want. Back if you love it. Once the KS is over, I’ll have time to start blogging again. 100s of anime to cover.

~TG out.

Starfinder: Neo-Geisha archetype

Neo-Geishas are entertainers, host and hostesses skilled in classical arts such as karaoke music, cultural dance, games, and conversation to entertain high paying customers across the galaxy.

Not everyone likes the idea of a fantasy bard in space. Some of us do want a classic cyberpunk sci-fi future neo-geisha. I’m not sure it would be good for a full class, but what if we crack open an attempt at an archetype inspired by the geisha/celebrity bard archetypes from Ultimate Magic.

Neo-Geisha

Great traditions never truly die, but adapt and evolve to become sacred practices performed by those seen as exotic. Neo-Geishas are entertainers, host and hostesses skilled in classical arts such as karaoke music, cultural dance, games, and conversation to entertain high paying customers across the galaxy. You might be a practitioner capable of swaying tense social situations with laughter, or distracting an elite customer as a crew slips in the back. You could be traveling the Quad to act on behalf of or as a companion to ambassadors, or as part of a cultural learning experience to expand your talents. And as always, to share the perfectly brewed cup of tea.

Alternate Class Features

The neo-geisha grants alternate class features at 2nd, 4th, 6th (optional), 9th, and 12th levels.

Tea Ceremony (Ex) 2nd Level

You gain Profession (neo-geisha) as a class skill and the first thing you learned in your training was the art of making and serving tea to set your customers at ease. By spending 30 minutes preparing and performing an elaborate tea ceremony, you put all participates at ease. You gain a +1 to Culture and Diplomacy skill check rolls for the next hour while interacting with them, so long as you have at least 1 Resolve Point remaining. At 6th, 10th, 14th, and 18th level, when you perform a tea ceremony this bonus increases by +1.

For those attendees that have participated in your tea ceremony receive an additional calming benefit. They are relaxed and more ready to face oncoming fears. For the next 24 hours, until they perform a rest or a full 8 hours, a participant may spend a Resolve Point to reroll a failed save against being freighted and fear effect.

Eye Contact (Ex) 4th Level

Neo Geishas must be alluring in order to hold a patron’s attention. Some do this with dance, karaoke, or with just a smile, but the secret is all in the eyes. You choose one opponent capable of seeing you and lock gazes, hypnotizing them with your presence. As a move or standard action, you attempt a diversion roll, using your Bluff skill opposed by a Sense Motive check of the creature. If done as a standard action, you gain a +2 bonus to your Bluff check. If successful, the creature gains the fascinated condition. A fascinated creature stands or sits quietly, taking no actions other than to pay attention to your gaze. So long as you maintain eye contact and in unobstructed view of the creature, they will turn to stay focused on you, even adjusting to see you if someone passes between the two of you.

While fascinated, it takes a –4 penalty to skill checks made passively in response to others’ actions, such as Perception checks. Any potential threat, such as a hostile creature approaching, grants them a Will saving throw (DC 10 + half your class level + your key ability score modifier). Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at them, automatically ends this effect.

You can continue to maintain eye contact as a swift action on following rounds, but the fascinated creature is granted a Will save to resist. If they are successful, you may spend 1 Resolve Point to keep them under the effects of being fascinated by forcing them to reroll. If you become unconscious, dying or dead, or something causes you to break your gaze (such as being tripped), the effect ends immediately.

Gather Crowd (Ex) 6th Level (optional)

A neo-geisha can be skilled at drawing a crowd or an individual’s attention when performing. If you are in a populated area, you can call out, sing or otherwise draw attention to yourself and your actions. To gather a crowd, you make a Profession check that corresponds with your performance. Over the course 1d10 rounds, a crowd will begin to gather. Of course, the size of the crowd depends on the local population, but on average, a number of people equal to 1/2 your class level × the result of your Profession check. So long as you engage with the crowd, they will remain watching you. Should you fail to interact with them or end your performance, it disperses over the next 1d10 rounds.

Soul Focus (Ex) 9th Level

You have learned to be enthralling when maintaining eye contact so thoroughly that even the presence of danger does not distract your target. When fascinated by eye contact, a target making a Will save to break the effect because of a potential threat takes a –4 penalty on that save, and even obvious threats (such as coming directly from you) require a save rather than automatically breaking the effect. A target affected by the eye contact ability ignores the shaken condition.

Charmer (Sp) 12th Level

A neo-geisha of this level of mastery brings forth a feverish allure over multiple patrons as if you had a psychic control. Once per day, you can cast a spell from the following list as a spell-like ability: charm person, charm monster, command and command, greater. At 13th level, you can use this ability twice per day, and at 17th level, you can use this ability three times per day. The save DC of these spells is equal to 10 + the spell level + your key ability score modifier.

 

See! Perfect for your Icon themes. That’s it for me for now. I will probably add this to a Xeno File in the future.

~Tentacle Out!