Product Blurb
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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