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

The Village of Stork Borough

After the Stork Borough Four return from a short stint in the service of the volunteer army, they find themselves returning home to a calm life. Or at least they had hoped. A shadow looms over the village and it’s up to the Heroes to assist Magistrate Xiao in solving the riddle.

Stork Borough is the starting village or “home base” for the heroes in a series of novice adventures. They can use this location as a jump point for all adventures, homebrew, or as one playtest saw it, the future village home of a new minor clan.

Now Stork Borough has gone through a few revisions and this is the test and possible final map.

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The map was created using Campaign Cartographer 3+.  BUT more importantly is that it used the November 2018 edition of the Cartographer’s Annual 2018. Described as such:

The November issue brings you a new city drawing style for Asian-style towns, based on the artwork of Sue Daniel. To combines with the September Annual issue for a comprehensive city style.

It took a minute or two to get all the details fine tuned, as my program carried a weird pixelating shadow when I would build out the walls. After a Sunday afternoon, we have a map to go off of.

Shadow of Stork Borough releases in the first phase of our rewards for our kickstarter.

 

Feel free to gander and preorder here.

Concepts

Concepts for Art of War Heroes.

In Art of War, there are many stories to be told with the assistance of Tropes to define a heroic path. While you can fill your niche with a Trope angle, what can help guide you is the list of concepts to inspire character creation. We feature two different writing styles to highlight flawed and honorable concepts. Some with a description and others filled with questions to answer to help in background design of the hero. Not all are savory or simple, but are selected to portray a type protagonist. Below is a small sample from that list (some are still in draft format. Forgive our errors).

Acrobat: Flips, tumbles, balance, agility and strength highlight the qualities of an acrobat. Circus acrobats and wandering street urchins have talents that mix well with the lifestyle of a martial artist. Acrobats can be travelers showcasing skills of gymnastics, tightrope walking, dance and graceful movements by day, and use incredible talents to access third floor windows at night.

Drunkard: What happened to you? Or at least that’s what the townsfolk ask. You have fallen on hard times or an inebriated state is the only thing that quiets the voices, or perhaps you really just like booze. Everyone knows who you, but you often go overlooked and forgotten. Alcohol takes a lot of your money, no matter how you come by it. Keep in mind, even those with vices are entitled to redemption.

Hermit: For religious, research, training, or personal reasons you have shunned interaction with society to focus on your individual pursuits or redemption. Isolation can be a path of self discovery allowing a practitioner to understand and gain wisdom from the order of the natural world. How have you spent your time alone? Was it training on a technique, running from your past, or simply to become one with nature? Why have you come down from your mountain?

Soldier: Structured routine, paid accommodations, a term of service and decent salary is a life to look forward to as a soldier. This also means becoming a conscript in war that must be willing to face death. There are many avenues into becoming a soldier: volunteer service, family tradition, alternative sentence to minor crimes. Do you continue to serve in some capacity? Have you become a mercenary using your skills to earn coin? Have you recently ended your term of service and returning to civilian life?

Warrior Monk: Some call you a Sohei for you are a warrior devout in your belief. You do everything possible to maintain an ascetic lifestyle and religious devotion while practicing the martial arts. Even though your temple or sect might frown upon aggressive action, in this world you understand that you must be the warrior so others need not face the burden.

You can preorder Art of War here.

Thanks for reading.

October Update: rebirth of the Umvee

We are the Alphas’ progeny of creation. We are the Umvee, Children of Shanghe.

Hey Everyone: I have been focused on finishing my Kickstarter for our Savage Worlds aka #SWADE campaign setting Art of War. Here are a few tidbits of information.

Shower Thoughts: It is interesting that while I was writing the Umvee, I had them scripted and 100% done. Then one morning while in the shower, they spoke to me. The Umvee were mostly rewritten and then revised as presented below. Instead of being just wild and feral lost kin to kemonomimi, they became something else: Children of the Moon. So with this in tow, inspiration was taken from the Chinese Goddess Chang’e and Changxi. While some scholars debate that they are one in the same.

I have altered the name a little to fit my campaign setting, paying homage from the sources, yet diverting it for religious respect (it might get changed back to one of them; some might view the change is disrespectful to the source material).

Children of Shanghe, Umvee

Those of the Kitsune Clan claim the lineage as the children of Daji. She was the Kitusne Goddess who walked among men and gave birth to the descendants of the Oda family blessing of divine bloodline to rule by. Kemonomimi are our cousins birthed by the celestial emotions of the Kami to keep our brethren, humankind from being alone in the world. Our heritage bares an older and deeper ancestry, beginning as witnesses to an age prior to a Kami crossing over to walk alongside us. We are as old as the orb in the night sky that shines above us. Shanghe, our Pale Mother bore us from her blue rays of light that shine upon the surface of our world. Porcelain skin blankets us as a reminder unchanged, symbolizing our place as the template for those that followed in our footsteps. As the roots of trees in the Wylds, our traditions grow as deep and it is here where our people made their home. We clung to these ancient ways, shepherding the souls of angry Kami, keeping balance of the the natural world as humans feel to the influence of others. We are the Alphas progeny of creation. We are the Umvee.

~Umeki, shaman of the Sunless Clan

With an oral history of their own, the Umvee tell of their existence as the true protectors of the natural world. They were birthed by the light of the moon to balance against human expansion and destruction of the Wylds, while the kemonomimi were born to be the servitors of human culture. This led to a division with their cousins who shunned tribal culture. The Umvee chose to steep themselves in wilderness folklore and primal tradition.

While their method may be crude, savage and seen as uncivilized, Umvee are well-structured societies with rich warrior ecologies, not unlike the three Clans. In the beginning, many chose to live by hunting, herding, and harvesting only the necessities. Refusing modern conveniences, they were seen as the ghost of the Wylds for centuries.

Humans stayed away from the western wylds and the Umvee only involved themselves with the rare interactions with kemonomimi who lived on the edge of the Hanxia Plains. West of the wylds the Umvee flourished with monoliths, simple cities, and grand temples unseen by human and kemonomimi eyes. Rolling hills and open fields allowed the moon children to prosper, negotiating trade relations with the Naga Nation, and establishing contact with the feral berzerker clans to the west. This would change near the end of the last Dynasty.

While the humans waged war against each other, the Umvee fought against the tide of devastation that began from the feral lands. As giants of fire and lightning descended upon the sacred lands, the moon children stood against dire wolves and fur covered rabid men. Standing as the only wall of defense between the hordes and the San Empire, over a third of Umvee culture would disappear from the pages of history. With great losses, only the direct intervention of a war manifestation of Shanghe was able to push the adversaries into retreating from which they came.

Race Umvee Female
Artist Sasha Turk © Amora Game, LLC

Then the Oni came. With half of the Umvee blinded from animalistic rage from invoking of beasital spirits against the berzerker wave were they able to survive. Once more the tribes of the moon children prevailed, but with the cost of losing Lunar, the war avatar of Shanghe.

Umvee families pulled away from ancestral lands traveling through the wilderness, only to arrive upon the doorstep of the Hanxia Plains. The Umvee immigration was welcomed by bordering kemonomimi villages. But tensions were weary at first, both sides hesitant with distrust until an official Imperial envoy arrived.

After initial trials and tribulations, agreements between the falling nation and budding Empire settled on the Silver Accord, giving rise to rapid growth and exchange of culture of disenfranchised cousins.

Some detest the Accords, hunting deep in the Wylds trying to reestablish homelands, while younger and curious generations have taken strongly to the new ideas. The youth wander towards major cities, acting as scouts, wilderness survivalist or guards to merchant caravans.

Umvee appear do not differ from humans of the Empire in terms of sizes and shapes, however they are a pale skinned hairless individuals, with a slight tapering at the top of the ear. Warriors and shamans of the Umvee (or the younger generation) support thick and elaborate tribal tattoos highlighting shades of black, purple, red, or blue. Adorning one’s body with piercings, tattoos, and to a lesser extent scarification, are ritual practice for Umvee. With every new major life event, it is common for one to don another accoutrements to their body. It is just as common for an Umvee to ignore this tradition and maintaining the pure blank canvas of skin.

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, “Savage Worlds Black”, and You. #savageworlds

Over on our kickstarter, a backer asked:

@Timothy asked: With Savage Worlds Black on the horizon, do you plan to do a rule update after its release?

A: We are slated for a print run of December this year. That is somewhat on purpose. Shane Hensley(creator of Savage Worlds) mentioned in a few places that Project “Savage Worlds Black” is scheduled to kickstart in the Fall of 2018, post GenCon.

We plan to have it incorporated into the book before we publish. We have that foot path already in place. We just need to pave over it, once the material is released.

In addition, using Flash Gordan as an example, since it already has material that has been confirmed will be in the next iteration. Such the Athletic skill. This new skill justified our need for a separate Acrobatic skill.

Some Chi Techniques might need to be revised, but we do anticipate that.

If by chance things do not line up the way they should but our ducks are in a row, we are ready to hit the print button. . . we will.

This means a conversion document will be released for free, in a printable PDF format for hard copy users. We plan to update the PDF versions to accommodate all that have purchased it.

OR if it is radically different, all backers will receive an additional “Savage Black” version of Art of War via PDF. Print backers will receive an “at cost” print-on-demand coupon.

I hope I answered your question on that one. If anyone has any others, ask away.

Art of War (pregen): An, Wolf of the Midnight Cranes #savageworlds

A Savage Worlds pregen for the South of the Wall adventure

A pregen for the South of the Wall adventure.

An, Wolf of the Midnight Crane
As an abandoned child found in the wilderness, An was taken in by a pack of outlandish Inumimi who worshiped the moon. An never knew he was different from the Inumimi. He hunted with them, rose through the pack and became one of the guardians of a decrepit temple dedicated to ceremonies when the moon hid from the sky.
Mistaken as the single abbot watching over the dwelling of the by travelers, An took to the assumed role with ease. He eventually made his home with in the temple, leaving his place within the pack.
Over the course of a summer, word spread from merchant to Buxist on pilgrimages of the revitalized temple and hospitality given to those that seek shelter. A Buxist known as Yun, approached An challenging him to the right of property of the temple. Yun belonged to the Order of the Midnight Crane, who previously held ownership of the grounds. An humbly backed down recognizing the proper ownership. Yun requested that An stay and attend to the people as he would attend to the temple.
An studied for many years, learning the traditions of BuXia. It was now his time to explore the world beyond the temple life and set a course of discovery beyond the plains of the Tiger lands.

Race: Umvee
Clan: n/a
Trope: Youxia
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6 (+1 when using staff) , Healing d6, Knowledge (Culture) d4, Knowledge (Kemonomimi) d6, Knowledge (ritual) d4, Meditation d6, Notice d6, Riding d4, Survival d6+2, Tracking d6+2, Throwing d4
Cha: -2; Pace: 6; Parry: 5 (6 with staff); Toughness: 5
Hindrances: Code of Honor, Phobia (minor, agoraphobia), Vow (minor)
Edges: Linguist
Max Chi Pool: 5
Chi Techniques: Bestial Form (wolf),, Negate Chi
Gear: Travel Kit (bedroll, blanket, water skin, rope (10”), 7 rations), ceremonial books, fighting staff (Str+d4+2, Reach 1)
Special Abilities:
Conditioning: They ignore their first level penalty of Fatigue and treat their second level of Fatigue as a -1 penalty.
Defensive: Once per round, as a reaction to an incoming attack made against him, a youxia can spend a point of Chi and add +10 to his Parry.

Chi Technique
Bestial Form
Cost: 1
Duration: 1 hour
Trappings: bone necklace, drinking animal blood
A hero can spend 1 Chi Point to take the form of a single animal of his size or smaller, chosen at the time of learning this Technique. During the duration, the hero can shift form as a free action any number of times. While in this animal shape he retains his mental attributes, but takes on the physical attributes of the animal as well as any special abilities.

Negate Chi
Cost: 2
Range: Spirit
This Technique acts as the dispel power for Chi Techniques.

#miniatureterrain fun

One thing I have been playing with to stay motivated in writing has been playing with different RPG terrain. The one above is a tori gate from a company that does precut foam buildings.

Plast Craft Games.

This one will be the second building I bought from them. So far I like the concept. Price is above average or comparable.

Tomorrow I will preview more.

Relaunch for Art of War is July 19, 2018.

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.