Kamigakari FAQ
Kamigakari FAQ
Preface:
This is a resource meant to answer some really common questions a lot of people
tend to ask. This will be updated as more suggestions are made. More categories
will also be added as needed.
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ToC:
General Questions [XXXG]
Term Clarification Questions [XXXT]
Mechanical Questions [XXXM]
Style-Specific Questions [XXXS]
GM Advice Questions [XXXA]
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Q: What is Kamigakari?
A: Kamigakari is best described as "Anime as hell: The system". Its identity is
entirely based around high power shenanigans, though its not bound theme-wise to
any one type of anime, or even anime at all. From magical girl, to mystery, to
kamen rider, to the most overpowered shounen BS, It excels in letting you do that.
It does have a generally Modern setting, but otherwise there's no real restrictions
on theme.
Q: Whats unique to this system, that would make me want to play it over another SRS
system?
A: This will vary from person to person, but the spirit pool, spirit crest,
influence, and damage systems are all somewhat unique to kamigakari. There is also
the fact that classes don't "Level" like in many other systems, but are taken
individually and simply give you a pool of talents to choose from based on your
overall level. Its a very high power system, and deals well in over the top
shenanigans as a result. The lore it has built in is also quite good, and very
versatile, so making most kinds of games would be rather easy.
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Q: What is a Scene?
A: A scene is an important out of combat happening. For example, talking to an
important NPC, Or investigating a place when you arrive. There's not really an hard
rules to split scenes, but generally speaking the scene will change when you leave
an area, or start an entirely separate conversation. Multiple scenes can't happen
at once, So switching from what one group is doing to what another is doing, then
back would count as switching scene's twice, much like in anime or other shows.
Q: What is Overflow?
A: Overflow is a unique Spirit die gained through special means. It Counts as any
number for the purposes of using a talent or Influencing. These Do not carry over
from combat to combat or scene to scene.
Q: What is Influencing?
A: Influencing is the act of replacing a rolls dice with one of the dice in your
spirit pool. There are two restrictions to influence. One is that one of the
original dice from the roll must remain unaltered, and the other is that you cannot
influence into a crit or crit fail. Crits and fail's only happen on natural all 6's
and natural all 1's.
Q: What is a check?
A: If you rolled something, thats pretty much a check. Everything from stat checks
to accuracy checks, whatever you roll, its a check. Damage does not count as a
check as its a derived number rather than something you roll.
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Q: What is HP Damage?
A: There are two answers to this question. The first is that its the total amount
of damage dealt after all modifiers are added on or subtracted, respectively. In
other words, the total attack reduced by any talents or effects the defender
attempts to use. The other answer is that some effects cause damage directly to HP,
bypassing most types of reduction. One example of this is the Form:Hammer weapon
"Guards" special ability that does 2 HP damage. This damage is outright damage, and
is not mitigated by anything. Unless something specifically reduces direct to HP
damage, said damage will go through completely, regardless of other forms of damage
reduction.
Q: The "Halve Y" and "Null Y" effects say when you "Take an attack action". Does
this mean when i attack, or am attacked?
A: When you are attacked by something else. The wording is confusing, but means
"When you take an attack to the chest" rather than "When you take an action to
attack".
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Dragon Carrier
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Q: Do talents like Crystal Divider, Crystal Enhance, or Crystal evolution from the
fifth expansion reduce Direct HP damage? They seem to be wholly untyped.
A: Unfortunately not. While they are untyped, something has to specifically limit
HP damage in and of itself to work on direct to HP damage. They do however reduce
any other kind of damage.
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Dark Hunter
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Q: Does shadow breach count as a move action?
A: Revised: Yes it does! Apparently, Shadow breach uniquely is affected by talents
that affect combat moves, which is out of the norm for the rest of the system.
Source: Rikizou, Via Kamigakari Anon
Q: Dark shadow arts seems a little strong. Does it actually work with any prep
talent?
A: Yep. Any talent with [Timing:Prep]. Dark hunter or not.
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Digital Sorcerer
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Q: Can Zohar method be used even if the other person can't afford to use the
ability normally?
A: Yes. Yes it can. Even if they don't have the dice for it, they can use the
talent in question if you use zohar method.
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Legion
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Q: When using Target Acquisition with Focused Assault, does the penalty to Active
Checks stack for each Weapon Attack?
A: No. The penalties do not stack. In other words, if the penalty for the first and
second Weapon Attacks is -2, then they each take -2 to their individual Active
Check.
Q: A question continuing from the above. Target Acquisition says to decide how much
you increase the number of Targets by before the Attack Action itself, but if you
do that, then reduce the number of targets with Focused Fire afterwards, is it
possible to increase Damage Calculation that way?
A: Yes. That is possible.
Q: Another question continuing from above. Assuming the above question's answer is
a "yes," if you use Focused Assault after increasing the number of targets with
Target Acquisition, then reduce the number of Targets with Focused Fire... since
the number of Targets gained from Target Acquisition is reduced, does that also
lower the penalty?
A: No. Even if you use Focused Fire in this manner, the penalty from Target
Acquisition does not reduce in any way. For clarity, we'll provide an example.
First, we declare Target Acquisition with [Start]. Then, once it's our turn, we
declare Focused Assault. While deciding the number of Targets to increase by, we
decide to go with +3# (so this earns a -3 penalty to Active Checks). Then, if we
use Focused Fire to reduce the number of Targets by 3, we'll be making our first
Weapon Attack against [Target: 1#] with -3 to the Active Check, and +9 to Damage
Calculation. On the second attack, because the effects of Target Acquisition and
Focused Fire persist until the end of the round, we again make the attack with -3
to the Active Check, and +9 to the Damage Calculation of the Weapon Attack.
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