# Kult
tags: #game/rpg/kult
![[Kult 4E (cover).png]]
**Kult RPG: Where Darkness Dwells and Sanity Frays**
Ah, **Kult**, the RPG that dares to ask, "What if reality is just a façade and we're all prisoners of a cosmic lie?" Originally unleashed upon the world by Gunilla Jonsson and Michael Petersén in 1991, **Kult** plunges players into the depths of contemporary horror, mixing in a delightful cocktail of philosophical musings and religious depth, not to mention a generous dash of mature and controversial content.
**Mechanics of Madness:**
The game's original sin, mechanics-wise, involves a skill-based system that's as enamored with the d20 as Chaosium's BRP system. Here, rolling a natural 1 is like winning the lottery (but with more screaming), while a 20 is a complete and utter disaster. Players aim to roll under their skill level, the lower, the better. **Kult**'s more recent incarnation, **Kult: Divinity Lost**, shifts gears to a system inspired by Apocalypse World, favoring two d10s and aiming for scores of 10 for basic success and 15 for a grand slam of success. This latest edition also leans away from combat, preferring to induce existential dread through narrative rather than fisticuffs.
**Edition Evolution:**
From its second and third iterations, which dabbled in Damage Effect Factors (DEF) for combat, to the fourth edition's more narrative-driven approach, **Kult** has undergone quite the transformation. Gone are the days of strict mental balance measures, replaced instead with archetypes that guide characters on their journey towards Awakening. This shift from the granular to the grandiose illustrates **Kult**'s metamorphosis from a game of mere survival to one of enlightenment… or utter damnation.
The **Divinity Lost** edition also introduces a "Horror Contract," essentially a pinky promise between players and the GM to venture into the terrifying depths together, but with safety nets in place to avoid the truly unwanted unpleasantness.
**A World of Horrors:**
**Kult**'s universe is one where the veil of reality is thin and tattered, where the horrors of the Metropolis loom just beyond our perception, and where deals with demons are but a desperate bid for survival. It's a game that doesn't just push boundaries; it gleefully leaps over them, diving headfirst into realms of pain, torture, and death, all while questioning the very fabric of reality.
**Where to Embark on This Descent:**
For those intrigued by the siren call of **Kult**, the path to damnation (or enlightenment, if you're lucky) can be found here:
- [Dive into the official Kult: Divinity Lost site | KULT | Divinity Lost](https://kultdivinitylost.com/)
**Kult** is not for the faint of heart. It's a game that demands maturity, not just in age, but in mindset. It's for those who look at the abyss and say, "Yeah, I'll jump." But be warned, the abyss doesn't just stare back; it blinks first.