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Kult: Divinity Lost

Kult: Divinity Lost

Regular price €76.90 Sale

KULT: DIVINITY LOST is a reboot of the highly acclaimed and infamous contemporary horror role-playing game “Kult”, originally released a quarter of a century ago, in 1991. This anniversary version of the game features a completely new rule-set, and the setting is updated to present day. Escape your nightmares, strike bargains with demons, and try to stay alive in a world full of pain, torture, and death.

In KULT: DIVINITY LOST, the world around us is a lie. Mankind is trapped in an Illusion. We do not see the great citadels of Metropolis towering over our highest skyscrapers. We do not hear the screams from the cellar where hidden stairs take us to Inferno. We do not smell the blood and burnt flesh from those sacrificed to long forgotten Gods. But some of us see glimpses from beyond the veil. We have this strange feeling that something is not right—the ramblings of a madman in the subway seems to carry a hidden message, and our reclusive neighbor doesn’t appear to be completely human. By slowly discovering the truth about our prison, our captors and our hidden pasts, we can finally awaken from our induced sleep and take control of our destiny.

The number one goal of KULT: DIVINITY LOST is to wake this universe up from its slumber and give it back to you, old and new Kultists, with all the love, respect, and twisted imagination you could hope for! We think we have an awesome game and we want to share it with you.

The most important philosophy of KULT: DIVINITY LOST is to have context, to have rules and background materials about the world that supports playing stories deeply seated in the vast and complex KULT universe.

This can be summarized in five statements:
* The game must support the Players creating interesting and unique characters.
* The game must support the Narrator creating terrifying horror stories.
* The game must support stories of characters that see through the Lie and therefore are cursed (or blessed) by slowly Awakening.
* The game must support stories with multiple dimensions and entities: make them intelligible and horrifying for the players, and manageable for the narrator.
* The game must support suspense, drama, and action, without breaking the flow or immersion of the story.

When playing KULT: DIVINITY LOST, we want the rules to fade into the background. The number one rule during development is that all rules must support the ongoing immersive story, instead of breaking the flow or draw attention away from the story. The Players should focus on playing their characters while the Narrator uses the rules as tools to advance and enhance the story. When dice are rolled, the resolution should be quick and something is always happening! The story moves forward. The result can create good or bad outcomes, but it will always be something exciting that pushes the story and forces the characters to make fast and tough choices!

In KULT: DIVINITY LOST, when you do something, you roll two ten-sided dice and add the results (2D10+X).

The result explain what happens if the player roll a complete success (sum of 15 or higher), a success with a complication (sum between 10 to 14), or fails the roll (sum of or below 9). Based on the result the Player and/or the Narrator get to make choices, and the Narrator eventually describes the end outcome in the story context and how it affects the characters. (Interestingly, failing a roll, doesn’t always equal failing at a task in-game. It will however always be something interesting (and often horrific) happening.)

KULT: DIVINITY LOST has rules that support for playing both prepared and unprepared stories ("scenarios"). If you dare to tread the dark universe of KULT without any prior knowledge of what will happen before play, the rules will give you extensive tools for the creation of creepy, bloody, and agonizing stories as they develop. If you want to prepare the stories before play, with pre-made characters, scenes, story arcs, plot twists, etc, the tools for unprepared stories will still be very useful for inspiration, improvised events, and for making the universe seem real.

Hardcover Core Rules book
384 pages