Fantranslated Japanese Tabletop RPGs – Kamigakari


A fantranslation for Japanese TRPG Kamigakari has been released. Featuring art from Yoshinori Shizuma, an artist well-known for his work on Kantai Collection, here is some information about this TRPG from the translator itself.

“So let’s talk about the setting first. Kamigakari is a modern fantasy RPG that fuses together old Japanese mythology elements with newer fantasy elements. Rikizou, the author, stated that he wanted to bring Asian mythology to life with this work, but also incorporate new things in it. Old stuff is like, nekomata being house cats who have lived for 100 years. New stuff is HENSHIN HEROES as well as… well, just look at the second Chaos Mononoke. Just do it, and tell me what you see.


The core of the setting is spirit energy. It exists in everything, living or not. Moreover, there are Shards, which are fragments of the tools of the old gods, and they contain the memories and power of the world itself. A creature’s soul, an amalgam of spirit energy, can have a Shard reside within it. If that happens, it becomes an Awakened, a supernatural existence with supernatural power.

There’s three types of Awakened. If a human (and ‘human’ is a broad term in this setting) gets a Shard, they become a Godhunter. If an animal, plant, machine, or some other kind of thing gets a Shard, it becomes a Mononoke, and they may be hostile to Godhunters, or they may not. Finally… there’s Aramitama. Aramitama are actually Shards themselves that have become inflicted with malice and negativity and become sentient. They are literally humanity’s darkness given form, and they seek to become the Avatar of Ruin and bring humanity’s ultimate wish to reality: the end of the world.

Now let’s talk about the system a little. If you’ve looked at DoubleCross, Log Horizon, Night Wizard 3, TNX, or games like that, some of Kami will look fairly familiar. It’s an SRS-derivative game, but unlike a lot of SRS-derivative games, Rikizou has taken the time to really make Kamigakari something special.

The base dice mechanic of the game is simply 2d6 + stat, roll equal to or over. However, let’s skip all that and talk about the Spirit pool. This is the mechanic that makes Kami shine. What that is, is that at the start of a new scene, or at the start of every round of combat, you roll 4d6. Then, you take those dice and set them aside. They’re now a “stock” of dice you keep and control. Let’s say you roll 2, 3, 5, 5 — that’s your Spirit pool now.

Now during play, you’re allowed to swap dice you’ve rolled, with dice in your Spirit pool. So let’s say you need to climb a wall. The difficulty is 13. Your Strength is 5. You roll, and get a 5 and a 2. So 5 + 5 + 2 = 12, not high enough, you fail…

…Or would, but your Spirit pool has 2, 3, 5, 5. You think a minute, and then swap the “2” you rolled for the “3” in your pool. Now your roll is 5 + 3 + 5 = 13, you win! And your Spirit pool is now 2, 2, 5, 5.

You must always take “some part” of your roll, so one die of your roll is off-limits. This generally means, in a 2d6 roll, you can only make one swap. But if you somehow end up rolling 3d6, you can make two swaps, and if you roll 4d6, you can make three, and so on.

But that’s not all, no. This system has you pay a cost for using your Talents. Only the cost comes from your Spirit pool! For instance, Dragon Carriers have a characteristic ability to transform (henshin!) into a cool Guyver-like figure (if you look at the picture in the OP, the guy standing behind the girl is a Dragon Carrier). That ability, Crystal Install, has a cost of [5]. Which means he can only activate it if he has a die in his Spirit pool with exactly a value of 5.

Other costs are, aside from different numbers, “E” for Evens, and “O” for Odds, as well as Doubles (two matching dice), and Steps (two dice with a configuration like 1, 2 or 2, 3 or 3, 4, etc.)

You can use as many abilities as you have dice to pay for them. Naturally, swapping dice as you roll is highly important, as you can work yourself into position to being able to use your big guns. For example, Elder Mage has a Talent that’s like, cost… E, 6, 6 I think? That’s pretty rough. But through dice swapping, not so bad!

Likewise, there’s abilities that affect your Spirit directly. The Human Race has a Talent that lets them adjust any one die in their Spirit pool + or – 1, each round of combat. Likewise, they also have a Talent that gives them an Overflow–basically a freebie thing that counts as any value of die.

There’s also plenty of other abilities that can help pay for costs, change the type of cost (for example Arc Slayer’s major thing gives them extremely high damage, but specifically requires 4, 4 as a cost; they can get a Talent later that changes that to Doubles, which is much easier to get.), and grant Overflow. It’s a pretty interesting system, if I do say so myself!

Every Awakened has a Spirit Crest, which is an iridescent, rainbow-sparkly glyph somewhere on their bodies. It suggests a shape, and what shape it is is determined by your Main Shard. So if you have Dragon Carrier as your Main, you might have your Crest in the shape of a piece of a armor or a shield, or something. The shape is formed by 22 individual lines, a bit like a Command Seal in Fate/stay night.

Similarly, you have a resource called {Crest}, which you have 22 points of. This is spent using an ability all Godhunters have, called Spirit Burn. There are three effects of Spirit Burn, and which ones you can access depends on how many Bonds you have. Bonds are like Connections in other Japanese games, or Loises in DX (remember this for in a minute). If you have only 1-3, you can use the first level of Spirit Burn. 4-6, the second level. And 7, the max, you can use the third and final level of it.

The first level lets you add 1, 2, or 3d6 to your roll. Naturally, this increases your ability to swap dice. After the roll, however, you need to roll the same number of dice you added to your roll, and you lose that much Crest. The second level lets you, 1/combat, revive from being Downed with a small HP heal. And the third level won’t make much sense, but it basically gives you more damage. These last two both cost 2d6 Crest.

You can use Spirit Burn as often as you like, and can even go into negative Crest. However, if you are below 0 Crest at the end of the boss fight, you have to make a Crest Check! You get a set amount of dice to use to recover Crest, based on the number of Bonds you have. If you get back to positive values, you’re fine. But if you’re still negative…! Then unfortunately, something bad might happen. You probably die, and you might turn into an Aramitama too! But you also might live.

This is a cool and flavorful mechanic, since it’s linked with the Crest on your person being 22 lines, and you have 22 points to spend… yeah. I just liked it a lot.”

You may acquire the fantranslation from this link

This entry was posted in Fantranslations, RPG, Tabletop and tagged , , . Bookmark the permalink.

2 Responses to Fantranslated Japanese Tabletop RPGs – Kamigakari

  1. Some guy says:

    Just letting you know I appreciate you keeping us up to date on the fantranslations.

  2. SatellaBestGirl says:

    Very nice, just found your blog when trying to figure out what this game was.
    I’ve known that there were many Japaneses TRPGs but never knew that people translated them.
    Also. Ontlogy is my favorite too, specifically ~wailing~

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