Archive for November, 2011

Kamui revision overview

It’s been a good deal of time since the last update, and I have not been dormant. Kamui went through a significant overhaul, and I am pleased with the results. Here’s a brief overview of what Kamui is now.


The Goal
Kamui is now a game meant to be played as a TV show or anime. The framework is that while you play your character as though it were a standard RPG, you as a player can alter the way the story moves along by spending Kamui to get narrative control of a scene or make your own scenes. Every session is an Episode, with each story arc comprising a Season. During the Episode, there are Opening Scenes where the premise of the Episode is laid out, then Main Scenes take place during the Episode, which is where the bulk of play occurs. Finally, Closing Scenes set the tone for the next Episode. It all ultimately takes place in a strange area between Actor Stance and Director Stance.


Conflict Resolution

Since I wanted to remove the emphasis on combat that so many RPGs have, I decided to have two different styles of conflict resolution: Simple and Dramatic. Simple resolution is pretty basic. You roll a skill check or something else that is equally appropriate, and the outcome determines what happens. Dramatic resolution is much like tactical combat in any game, with a prolonged encounter spanning many decisions, skill checks, and outcomes. Both resolution types may apply to any scene in the game, regardless of what the content is. So, if we were playing a game with emphasis on political maneuvering and social battles of will, we could use Dramatic resolution for those things, with great “battles” being waged on diplomatic and social fields. We could then say that combat isn’t really our thing, so Simple resolution would do just fine there, because we don’t want to place a great deal of emphasis on it unless it really calls for it. So, actual fighting is resolved in a matter of seconds.



The nine Stats have been pared down to six. They are now:

Strength (STR): Your character’s physical intensity. It governs physical damage and any physically forceful application of a skill.

Agility (AGI): Your character’s physical alacrity. It governs accuracy with most weapons and any physically dextrous application of a skill.

Endurance (END): Your character’s physical capacity. It governs how many physical wounds you may take and resistances to status effects.

Intelligence (INT): Your character’s mental intensity. It governs mental/social damage and any deep thinking applications of skills.

Reflex (REF): Your character’s mental alacrity. It governs initiatives, accuracy with some mental weapons, and any quick thinking skills.

Willpower (WIL): Your character’s mental capacity. It governs how many mental/social wounds you may take and resistances to status effects.


Derived Values

The old values like HP, BP, MP, SP, MHP, and such are all gone. The new ones are now:

Physical Wounds: This will be covered in a later post.

Mental Wounds: Also covered later.

Flux: The imbalance of local reality. Operates on a scale from -10 to 10, starting at 0. Whenever you cast spells, they change your local reality by destabilizing it or overstabilizing it. This has various effects on magic and other abilities when they enter or leave your local reality.

Insanity: The strain on your mind inflicted by psionic ability use. As Insanity rises, further psionic uses stand a chance to be twisted greatly.

Essence: The amount of Ki energy you have collected from the earth. This is a standard point pool.

Note that with Flux and Insanity, you can use Magic or Psionics as much as you like. Just be prepared to deal with the consequences.


Skills and Techniques

These have changed very little, and to go into detailed lists here would take hours, so suffice it to say that Skills are much like skills in any other game, and Techniques are like perks in a big tree of perks that you can purchase once you hit a certain level of skill that make your skill use better or different. Example: I have a Small Arms skill of 8 (which is pretty high, skills range from 1-10). I can learn the Tier 8 Small Arms Technique “Trickshot”, which allows me to fire my weapon at someone around a corner or wall. (Trickshot allows you to ignore Line of Sight when used.) Note that every Skill has a Technique tree, even ones like Architecture and Vehicle Piloting.



There are still eleven unique races to play, all with their own abilities. They are:

Koghura: Humans who can use Aura Manifestation.

Soliri: Humans who are tainted with Blood Magic.

Drakes: Lilim created by powerful reality source code from Draconic DNA. They can Auto-Evolve and use Breath Weapons.

Ferals: Lilim who are controlled by the pulse-voice of the world, allowing them to use Primal Calls.

Sylpheed: Lilim who are made entirely of coherent source code. They can use Aetherforming.

Nephilim: Lilim who are glitches in the code of the universe. They use Reality Glitches.

Incubi: Lilim who are cast out from other planes of existence. They use Planar Invocations.

Seiltanzers: Biogens who were designed for combat. They use Genetic Spikes.

Reivanzeit: Biogens who can alter the local flow of space-time. They use Timeshifting.

Vexelbolges: Biogens who nobody knows exist. They use both Grey Magic and Polymorphing.

Modcores: AIs who occupy many different machines. They use Mobility Forms and AI Routines.


This is part 1.

Stay tuned for part 2.

Categories: Kamui