Kamigakari - Legendary Arms RPG Thread

Rolled 1, 2, 4, 5 = 12 (4d6)

Last time, on Kamigakari! >Holiday cheer! All of it!
>The retelling of Chosen Classroom, revealing hidden truths... And a whole new perspective!
>A fierce battle of (against?) fire and ice, worthy of a song. The true nature of the [Яeverse Arms System]?
>New possibilities awakening in the quaint land of Gensokyo!
>An information sortout!?

Today's question: What's the big secret about that Crest of your character's?

Baseline things! And stuff:
>mediafire.com/file/183vmgy8b3w1uj3/Kamigakari.rar

Expansions and errata:
>pastebin.com/u/RoyalTeaRed

A character sheet hosted on Google Sheets (for online play!):
>docs.google.com/spreadsheets/d/1U2usvvHVbKX1OdaaOVvEykud1vr7PW9cRQz8LlUqiIY/edit?usp=sharing

Mononoke homebrew guide, FAQ, and a quick rules cheatsheet!
>pastebin.com/u/HomebrewAnon

/jttrpg/ Discord - Look for games in #on-topic, not #general.
discord.gg/9RUTurB

Kamigakari is a JTTRPG focused on episodic storytelling, with simple but tight mechanics.

Its design goal is to start players spread out, getting involved with the episode's peculiarities, and eventually coming together to fight a big bad, a la tokusatsu shows, magical girl shows, and/or other such shows in that vein.

TL;DR, it's a Monster-of-the-Week sort of game with an emphasis in the fluff on high power shenanigans of just about every type.
Remember, boys and girls, Japanese schedules suck, so JTTRPGs are optimized toward quick and easy sessions.
That said, they can be adapted for longer ones.

Other urls found in this thread:

youtube.com/watch?v=80YFtnTBApU
youtube.com/watch?v=ZcSh4tFuFE0
twitter.com/SFWRedditGifs

Do you use the "default" setting? It has a lot of cool ideas, to say the least.

See, a part of me is like, "yeah, this setting kicks hella ass", but another part of me is like, "AAAH, POLITICS, HOW DO", and would immediately attempt to make a custom setting solely to avoid that.

Thankfully, I'm not GMing a Kamigakari campaign.

To say the most.
Ideas is all it has, and it doesn't even do anything with them. The setting is a result of what I'd call "anti-worldbulding".
Rather than taking those ideas, combining them and thinking them through, following a creative process to the creation of a coherent world, the author just took a bunch of things, threw them together on a heap and covered it up with a completely uninspired blanket excuse for why none of it has to make sense or fit together.
And even so, I'd hesitate to consider most of those "ideas" as such, seeing as they're mostly the same old concepts you see everywhere taken without any real changes in themselves or in context.

I thought that when I cracked the book open but ignored what was written to learn the rules

>AAAH, POLITICS, HOW DO
Ya keep the players firmly on specprov's side, with having the other factions help or screw over according to their beliefs.

youtube.com/watch?v=80YFtnTBApU

Okay, so i think i figured out why time wizard seems bad.

How are people deciding their initiatives, currently? Are you having people roll?

We just compare Initiative stats to decide who goes when. Don't quote me on this, but I think that's how the rulebook details it too.

Those suffer from much the same problems.
Points for consistency, I guess.