Thursday, July 9, 2026

Character Creation: Kamigakari: God Hunters

IT'S CALLED JAPANIMATION.

Least it was last time I checked. Which was 1987.

The Game: Kamigakari: God Hunters
The Publisher: Serpent Sea Games
Degree of Familiarity: None
Books Required: Just the one


So, this game was apparently a Japanese game that got translated into English. Why'd you back this Kickstarter, Matt? You're not generally into anime-style stuff. Yeah, true, but at the time, I was still friends with the developer, so of course I wanted to support her, because that's what I do for my friends. I probably had some kind of ulterior motive, though. Something nefarious, like wearing a mask and scaring those meddling kids, who can say. Just assume it's something, like, really bad, without any proof or asking any questions. 

Ahem. Anywho, Kamigakari is actually pretty accessible. In brief, there's magical juice everywhere, some folks have a spark Awakened within them, and they basically fall into three broad groups: good guys, bad guys, and not-necessarily-bad guys. Players control one of the titular Kamigakari (the good guys), who fight against the Aramitama (the bad guys). There's a little Highlander in here, inasmuch as you can absorb the magic from a defeated foe. The system's easy enough (roll some d6s, add 'em up, add a stat, check against a difficulty). Would I run this game? I actually don't know, but I'm sort of game to read a little more. Nothing in the sections I did read made me hate it. 

Let's make a God-Hunter and see where we land.


Right, Step One: Set Level. If we're making "fresh characters", we'd start at level 1, so presumably that's where we're at.

Step Two: Choose Ancestry. This is my "supernatural heritage." I don't recall this getting a lot of attention in the setting bit of the book (though I may have just missed it; I was kinda reading this during a meeting earlier). What are my options? 

Hrm, gotta say none of these write-ups really passes the Chupp test for me. They're explained well enough, I guess, but there's not a lot of flavor in the Ancestry write-ups. Well, I think Magus sounds fun. These are folks who aren't supernatural in and of themselves, but have learned (possibly from family) how to wield magic. Now, do I wish to be a Warrior, an Adept, or an Occultist? What's the difference? The terms are never defined. I mean, I know what the words mean (though "Adept" in this context could use a little definition). Bad form.

Anyway, Roy Mustang from Fullmetal Alchemist keeps coming to mind, so let's do Warrior. That gives me Strength 4, Agility 4, Intellect 4, Will 2, and Luck 1. I get to then add one to any of those. Let's add it to Will.

Step Three is Sub-stats. Derived traits by any other name.


I don't know what "PD" and "MD" mean, though my guess would be "Physical/Mental Defense." Anyway, Step Four is Facets. What's a Facet? Oh, kind of a magical/martial arts style sort of thing. Neat. I actually get two, one of which is my "Alpha" Facet. 

(An example of character creation would have been lovely.)

OK, I'm gonna take Elemental Adept (STOP REUSING TERMS) as my Alpha, just to lean in to the Mustangity of it all. I'll take Digital Sorcerer as my Beta, just to be, like, all with the times n' shit.

Step Five: Calculate Combat Stats. OK, that should be possible just with the sheet, hang on. Yep, easy enough. 

Step Six: Pick Talents. OK, I automatically get all "key" Talents from both of my Facets. Which gives me...Elemental Burst (for which I shall take fire as my elemental) and Yetzirah Method (which lets me give someone 1 Overflow, whateverthefuck that means). Cool, then I get two Ancestry Talents and two Talents from any lists I'm allowed to use. 'Scuse me a moment.

OK, for my Ancestry Talents I'll take Assault Spell (fireball, motherfuckers) and Aerial Conveyance (I can summon up a burst of superheated air that lets me fly somehow). And then for my free picks, I'll take Fatality because the Mortal Kombat fan in me insists, and Accel Domain because being speedy is often useful.

Step Seven is Purchase Items. Oh, lort. Do I care? No, I don't think I do; it's just "here's 5000 gold, spend it" and, as usual, I can't be arsed to shop.

Step Eight: Facades. Got Facets and Facades. Probably less confusing in Japanese. 

Anyway, what's a Facade? It's my position in normal society. Okey-doke. I'm advised to choose a "simple" one as a starting character, and leaning in my inspiration, I shall take Agent. I get Special Training (a boost to Strength and Intellect rolls) and a bunch of stuff, including a residence, a motorcycle, and a car. A car and a bike? Noice. 

Step Nine is Details & Shit. Specifically, I must choose my Background (how I got a Shard), my Spirit Crest Placement, Spirit Crest Shape, and Goal. I can pick or roll. 

I'll roll for Background, as I don't really have anything in mind. "Obtained it after harsh training." That fits. Spirit Crest Placement, sure, we'll roll again. Left palm, I can dig it. Shape? Let's say it's a spiral. Finally, Goal. It's "just my job." I'm actually fine with that.

Right, so who does my guy work for? I think it's gotta be Office of Special Investigations. 

So: Teruo Fujiwara comes from a magus family, sure, but most of his relatives are very bookish, alchemist-adjacent folks. Teruo struggled with that kind of magic (though found it easier when he could involve computers and technology for whatever reason), but one of his father's co-workers recognized a talent for more...practical applications and starting training him. Teruo ended up with a Shard, just as the co-worker expected, and is capable of unleashing some pretty destructive conflagration. OSI recruited him, outfitted him, trained him, and that's all well and good. He sets demons on fire because a) they deserve it and b) he's paid for it. Does he want to? Well, he doesn't want demons to not be on fire, if that's what you mean...

Teruo is in his 30s now, quick, decisive, and conjures fire with fast, staccato movements of hands and fists. If you watch carefully, you'll note that they form circles or spirals. 


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