Reality as we
know it is a lie. An illusion fabricated to
keep humanity at bay and prevent our awakening.
Behind its facade something vaster and darker
awaits - the true reality. Where heaven and
hell fights to replace a vanishing god who
may be dead. Humans are pulled into that
Struggle as the illusion crumbles. Weakened
by time and humanity’s lost faith. More
and more people gain the ability to see beyond
the illusion and start disbelieving old truths.
The laws of nature prove to be weaker than what
we once thought. Magic is a reality, and nothing
turns out to be what it seems.
Kult is a contemporary fiction universe set
in the world of large, dark, industrial cities.
A world where human wickedness mingles with
terror from other parts of a true, unseen
reality. Sensitive people are crushed by the
anonymity of the cities, and become psychotics.
Under the surface, primitive passions are
still held at bay by the morality of past
civilizations growing and festering until
they erupt in sick Perversions.
But human darkness is not all that threatens.
The evil that humans do corrodes the boundaries
of reality and admits creatures from the other
side. Our dreams assume physical form and
chase us. Creatures from the past are reborn
into the present, to re-arrange our lives.
Our own fear gives birth to beings that threaten
to devour us. Occult teachings can be used
to establish openings into different worlds,
and tap power from the unknown, but few if
any humans realize the truth about the powers
they conjure up. Sooner or later, they are
all consumed by demons they cannot control.
Kult is a complete role-playing system written
in four detailed sections. This second American
edition features a more streamlined system
and book for quicker and more enjoyable play.
The Lie: This section helps players create
detailed and unique characters with the use
of advantages, disadvantages, dark secrets,
and plenty of skills. Players are provided
archetypes and a simplified character generation
system so they can jump right into the game
with little effort. A new, efficient and quick
combat system helps Gamemasters run sessions
with few interruptions.
The Rumours: With this section Gamemasters
can bring the real world to life with detailed
chapters on dealing with accidents, time,
and meeting with horrific events. It provides
suggestions on running adventures and campaigns,
and how to create an atmosphere of horror.
It also contains a fresh and focused Magic
system.
The Truth: This section provides you with
the dark background of the world in which
your players will live. Our jailers and their
minions are detailed, as is their most dreaded
power, The Dark Art; with which they create
and manipulate our very world and everything
within it to their terrible desires. Nothing
is what it seems, and a hideous game is being
played out just beyond our sight.
The Beginning: We end this book where you
begin. An introductory adventure…
- From the back of the Kult Rulebook
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