First things first: This is a great TTRPG, with a few quirks and a few issues. If you can look past them, this is genuinely nice read that (imo) does quite a few cool things. You play as a God Hunter, an individual who has "Awakened" and can combat Aramitama (evil spirits/gods). All God Hunter's have badass Divine Arms- weapons that grow alongside the PC- that makes combat as a form of progression exciting. The Class System is fluid-ish, with you chosing an "Alpha" and "Beta" Facet of a Class- you can be an (A) Cyber Wizard and (B) Aeromancer, or double up on Cyber Wizard.
Mechanically, KGH uses a 2d6+X system- a la most Eastern TTRPGs, along with the math you'd kind of want for this type of game. Damage numbers get big, with you taking the pip value of the highest rolling d6 and multiplying it by a Rating (found on your Weapon stats)- in other words, even early on you can deal devestating damage. This is resisted via a Ward or Armor value, which can likewise get pretty crazy.
But, the whole system comes together via the Spirit Dice mechanic- each scene you roll 4d6 and set them aside. These are "Spirit Die" that you can exchange 1:1 for any dice you roll. Sure, you can change out that "1" for a "6" and save your reputation... But what happens when now you don't have any more Spirit Die and your rolls come up short again? It's an evokative way to control fate, one Through the Breach Players will enjoy.
I'm not going to judge this game on it's Kickstarter Campaign- the product is great, the translation workable. I just hope the team can put out more quality content. We need more translations of great games like these.
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