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KULT: Divinity Lost is a reboot of the highly acclaimed and infamous contemporary horror role-playing game “Kult”, originally released in 1991. This, the 4th edition of Kult, 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.

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We live in a world where the sun has set

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 forgotten 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, when thinking about it, our reclusive neighbor doesn’t appear to be completely human when we pass in the hallway. 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.

Creating stories

KULT: Divinity Lost has rules that support playing both prepared and unprepared stories. 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 – the tools for unprepared stories will be useful for inspiration, improvised events, and for making the universe seem real.

The rules – enhancing the story

The rules are based on the renowned “Powered by the Apocalypse” family (meaning rules that share certain elements from the 2010 RPG “Apocalypse World”, made by the great Vincent Baker). Compared to Apocalypse World, the Gamemaster has a much firmer grip on the overall story structure and details – a key element in creating tension, horror and dread. Many other areas are also  customized and adapted to suit the distinct horror-setting of KULT: Divinity Lost (such as campaign set up, monsters, equipment, combat, mental fatigue, injuries, advantages and disadvantages, dark secrets).

Our strive when creating the rules have been to have the rules ”fade into the background”. The rules are there to support the ongoing immersive story, not break the flow or draw attention away from the story. The players are thereby able to on playing their characters, while the Gamemaster uses the rules as a tool to advance and enhance the story.