Kult (role-playing game)
   HOME

TheInfoList



OR:

''Kult'' (Swedish for "Cult", stylized as KULT) is a contemporary horror role-playing game originally created by Gunilla Jonsson and Michael Petersén with illustrations by Nils Gulliksson, first published in Sweden by Äventyrsspel (later Target Games) in 1991. ''Kult'' is notable for its philosophical and religious depth as well as for its mature and controversial content. The first English edition was published in 1993 by Metropolis Ltd. In 1995, translated the second Swedish edition into French. In 2018 current licensor Helmgast released the fourth edition called Kult: Divinity Lost created by Robin Liljenberg and
Petter Nallo Petter Nallo (born 1977) is a Swedish game designer and screenwriter who is best known for his work on the role-playing games ''Eon (role-playing game), Eon'' and ''Kult (role-playing game), KULT: Divinity Lost'', and for co-founding the Swedish ga ...
. This edition moved the setting from the then-current 1990s to the now-current 2010s and was completely rewritten with new art, layout and a ruleset based on ''
Powered by the Apocalypse Powered by the Apocalypse (PbtA) is a tabletop role playing game design framework developed by Meguey Baker and Vincent Baker for the 2010 game ''Apocalypse World'' and later used for '' Dungeon World'', ''Monsterhearts'' and numerous other RPGs. ...
''. The new edition was well received by critics and fans and won two
ennies The ENNIE Awards (previously stylized as ENnie Awards) are awards for role-playing game (RPG) products (including game-related accessories, publications, and art) and their creators. The awards were created in 2001 by Russ Morrissey of EN World ...
for ''Best Writing'' and ''Best Cover 2019'', and was also nominated for ''Best Interior Art''.


Setting

The default backdrop of Kult is modern-day real-life larger cities; players taking the roles of contemporary multi-genre protagonists, such as private investigators and femme fatales, vigilantes and drug dealers, artists and journalists, or secret agents and mad scientists. In the game, however, all this and the entire world we see, is an "illusion" held together by a monotheistic belief which is unravelling to reveal a darker backdrop where nightmarish monsters lurk, called "reality" in the game. This illusion was created by the
Demiurge In the Platonic, Neopythagorean, Middle Platonic, and Neoplatonic schools of philosophy, the demiurge () is an artisan-like figure responsible for fashioning and maintaining the physical universe. The Gnostics adopted the term ''demiurge'' ...
to hold humanity prisoner and to prevent mankind from regaining the divinity it once had. In the absence of this Demiurge, sinister forces plot to keep us from realizing the truth, or even to plunge the world into an apocalyptic war to restore humanity's ignorance and blind faith in the divine order. Some symbols and creatures appearing in Kult can also be seen in other Swedish games to which the Kult authors and production team also have contributed. The Mutant Chronicles' universe (created by Nils Gulliksson and Michael Stenmark) its spin-offs share creatures such as Nepharites and Razides which appear in the game.


Entities

The notion of an originally divine mankind being held captive by sinister forces is borrowed from
gnosticism Gnosticism (from grc, γνωστικός, gnōstikós, , 'having knowledge') is a collection of religious ideas and systems which coalesced in the late 1st century AD among Jewish and early Christian sects. These various groups emphasized pe ...
. The cosmological backdrop of Kult is largely based on the
Tree of life The tree of life is a fundamental archetype in many of the world's mythological, religious, and philosophical traditions. It is closely related to the concept of the sacred tree.Giovino, Mariana (2007). ''The Assyrian Sacred Tree: A Hist ...
, the
Sephirot Sefirot (; he, סְפִירוֹת, translit=Səfīrōt, Tiberian: '), meaning '' emanations'', are the 10 attributes/emanations in Kabbalah, through which Ein Sof (The Infinite) reveals itself and continuously creates both the physical realm an ...
and the
Qliphoth In the Zohar, Lurianic Kabbalah and Hermetic Qabalah, the ''qliphoth/qlippoth/qlifot'' or ''kelipot'' ( ''qəlīpōṯ'', originally Aramaic: ''qəlīpīn'', plural of ''qəlīpā''; literally "peels", "shells", or "husks"), are the represe ...
. It is balanced with the Demiurge and his Archons on one side and
Astaroth Astaroth (also Ashtaroth, Astarot and Asteroth), in demonology, was known to be the Great Duke of Hell in the first hierarchy with Beelzebub and Lucifer; he was part of the evil trinity. He is known to be a male figure most likely named afte ...
and his Death Angels on the other. Each Archon or Death Angel represents a value, group or an action (
aid In international relations, aid (also known as international aid, overseas aid, foreign aid, economic aid or foreign assistance) is – from the perspective of governments – a voluntary transfer of resources from one country to another. Ai ...
organisations, child abuse,
mafia "Mafia" is an informal term that is used to describe criminal organizations that bear a strong similarity to the original “Mafia”, the Sicilian Mafia and Italian Mafia. The central activity of such an organization would be the arbitration of d ...
,
apathy Apathy is a lack of feeling, emotion, interest, or concern about something. It is a state of indifference, or the suppression of emotions such as concern, excitement, motivation, or passion. An apathetic individual has an absence of intere ...
,
judicial system The judiciary (also known as the judicial system, judicature, judicial branch, judiciative branch, and court or judiciary system) is the system of courts that adjudicates legal disputes/disagreements and interprets, defends, and applies the law ...
s, etc.) over which they have great influence. The Archons and Death Angels have various creatures and cults (thereby the name of the game) to do their bidding and promote their values. Many of these are our jailers who work to maintain the Illusion. Many of the adventures revolve around how these entities' conflicts affect the player characters and the world around them.


Disappearance of the Demiurge

One of the more central elements of the game is that the Demiurge has disappeared since just before the 20th century, and since then Astaroth, the Archons and the Death Angels have been disputing for power. Many entities have vanished since, and the Illusion has been weakened. The game leaves a lot to the imagination of interpretive game masters regarding reasons for the Demiurge's disappearance as well as the earlier mentioned divinity of mankind.


Realities

The game concept relies on there being several realities that may appear when the Illusion shatters: Metropolis, the original city which interconnects with all great cities;
Inferno Inferno may refer to: * Hell, an afterlife place of suffering * Conflagration, a large uncontrolled fire Film * ''L'Inferno'', a 1911 Italian film * Inferno (1953 film), ''Inferno'' (1953 film), a film noir by Roy Ward Baker * Inferno (1973 fi ...
and its purgatories, where humans are held captive and tortured after death; Gaia, which connects to nature and nature's destructive forces; The Underworld where strange people from lost worlds live in the depths close to infinity; and Limbo, the Dream World where Dream Princes create their kingdoms and dream wanderers explore tattered dreams close to Vortex (a place of chaos and creation).


Rules

The original system is a skill-based system utilizing 20-sided dice (related to Chaosium's BRP system, which had already been used by Äventyrsspel for their Drakar och Demoner rpgs), with point-based characters. In the game, a natural 1 usually is great success with added bonuses and a natural 20 means a complete failure. Normal characters usually have skill ranges of 3 to 20; to succeed in a skill roll, the player needs to roll equal or below his character's skill. The lower the player rolls below the skill number, the greater the success. Extraordinary characters and inhuman entities can have skill values far above the normal range. The recent edition KULT: Divinity Lost uses rules that are based on the Apocalypse World rules engine. You roll two ten-sided dice, add possible modifications, and try to reach at least 10 to avoid failure or 15 to gain a complete success. KULT: Divinity Lost also has a system where the Gamemaster builds the campaign around the Player Characters and aims to reach true personal horror. There are several different official rulesets for combat. The second and third English edition rules use a system based on Damage Effect Factors (DEF). The fourth edition, KULT: Divinity Lost, has less focus on combat than previous editions. Sorcerers can cast spells from one (or rarely more) of five different Lores; Death, Dream, Madness, Passion and Time & Space. Because these spells have (very) long casting times (up to several days), highly specific and exacting verbal, material and somatic requirements, and can only be cast inside the sorcerer's consecrated temple, these spells are actually more like quasi-religious rituals. These rules evoke a superficial similarity to Hermetical traditions, possibly to heighten the modern real-world aspect of the game setting.


Mental Balance

Central to the game is the aspect of Mental Balance, which is a sanity-gauge of sorts. In the game's cosmology humans can - at least in theory - regain their lost divine status through a game concept called Awakening in which characters with an extremely high (or low, the game never values positive or moral traits higher than negative or immoral ones) mental balance are no longer restrained by the rules of the Illusion. Effectively, they escape the prison and become gods. The closer to equilibrium the character is, the more they are anchored in everyday human reality and the harder it is for the character to see through the veil of The Illusion to the true reality beneath. On the other hand, this protects them from becoming traumatized or insane. The further from this balance point (zero) the character's Mental Balance gets, the more easily they will become emotionally and mentally unbalanced by shocking events. A Kult character can have positive or negative mental balance affected by trauma, influence from creatures or places, or by advantages and disadvantages. The advantages and disadvantages are typically talents and traits that work for or against the character, such as (on the positive side) having animal friendship, artistic talent, body awareness, a code of honor, or (from the negative spectrum) being socially inept, suffering from a
drug addiction Addiction is a neuropsychological disorder characterized by a persistent and intense urge to engage in certain behaviors, one of which is the usage of a drug, despite substantial harm and other negative consequences. Repetitive drug use oft ...
, sex addiction,
paranoia Paranoia is an instinct or thought process that is believed to be heavily influenced by anxiety or fear, often to the point of delusion and irrationality. Paranoid thinking typically includes persecutory beliefs, or beliefs of conspiracy co ...
, mystic curse or similar. Both an unusually high or unusually low (+25/-25) Mental Balance will affect how normal people and animals react to the character in question. The further the character strays away from the zero point, the more sociopathic, strange or eccentric he becomes, as they shed their human quirks and viewpoints and becomes more inhuman. Characters with a very high or very low Mental Balance will start to involuntarily manifest outward physical signs of their ascent or descent; they become either detached saints or Children of the Night. If Mental Balance ever reaches +500/-500, the character Awakens and regains their true potential. In the fourth edition of Kult the Mental Balance system has been removed, the reason made by the developers is that even if it is interesting it was practically impossible to use other than as a concept. instead you transcend between different types of Archetypes: ''The Sleeper'', ''The Aware'', ''The Enlightened'' that moves you towards Awakening.


Publication history

Kult was originally published by the company
Target Games Target Games was a Swedish publisher of role-playing games active from 1980 until the year 1999 when they went into bankruptcy proceedings. Until the mid-1990s they published their Swedish roleplaying games under the brand name Äventyrsspel (m ...
in 1991 as a Swedish role-playing game, and has later been translated into several other languages. Kult has been published in Swedish, German, English, Italian, Spanish and French. Metropolis Ltd. published the English-language game through three editions and new supplements, with a new US background and a revised page design and editing led by Terry K. Amthor. The third English edition of Kult had two English books released in print form: a player's handbook named "Kult Rumours" in 2001 and the core rulebook, subtitled ''Beyond The Veil'', printed in 2004. Both are currently out of print, though copies can be purchased through secondary and specialized markets. The former publishers were 7ème Cercle (French) and (Italian). The license has been the property of first Target Games, then Paradox Entertainment, and, in 2015, Cabinet Holdings.


Current publishers

Currently, Kult is licensed by Helmgast. A 2016 Kickstarter campaign funded a new edition of the game, entitled 'Kult: Divinity Lost'. This edition uses a different rules engine than previous editions, one based on ''Apocalypse World'' and its ''
Powered by the Apocalypse Powered by the Apocalypse (PbtA) is a tabletop role playing game design framework developed by Meguey Baker and Vincent Baker for the 2010 game ''Apocalypse World'' and later used for '' Dungeon World'', ''Monsterhearts'' and numerous other RPGs. ...
'' rules engine. It updates the setting to answer the question “What would Kult had been like if it was released in 2016 instead of 1991?” The game was released in 2018. In 2017
Free League Publishing Free League Publishing (Swedish: Fria Ligan) is a Swedish publisher and game creator. History Founded in 2011, Free League's game portfolio includes: * ALIEN The Roleplaying Game based on the film series (Gold ENNIE for Best Game 2020), * Blade ...
published
Anders Fager Anders Fager Johansson (born 1964) is a Swedish game designer and horror writer. Career Born in Stockholm, eighteen year old Fager joined ''Target Games, Äventyrspel'' in 1982 to travel around the country demonstrating Sweden's first role-pla ...
's novel "För Gudinnan" (for the love of the goddess) set in the Kult universe. Fager has also written an audiolouge called "Faraday" set in the Kult adventure Tarroticum. In 2018 and 2020
Free League Publishing Free League Publishing (Swedish: Fria Ligan) is a Swedish publisher and game creator. History Founded in 2011, Free League's game portfolio includes: * ALIEN The Roleplaying Game based on the film series (Gold ENNIE for Best Game 2020), * Blade ...
published two novels written by the original creators of Kult, Gunilla Jonsson and Michael Petersén. They are both set in the Kult universe called "Döden är bara början" (Death is only the beginning, 2018) and "De levande döda" (The living dead, 2020)


Controversy

Similar to the moral panic of Dungeons & Dragons in the United States in the 1980s, Kult figured in Swedish controversies of the 1990s. At the time of the game's initial publication, role-playing games in Sweden were still sold primarily through toy stores rather than bookstores or specialized hobby shops. Kult was noted by the general press several times during the decade after its initial publication, and in 1997 the Kult core rules were quoted in a
motion In physics, motion is the phenomenon in which an object changes its position with respect to time. Motion is mathematically described in terms of displacement, distance, velocity, acceleration, speed and frame of reference to an observer and m ...
in the
Parliament of Sweden The Riksdag (, ; also sv, riksdagen or ''Sveriges riksdag'' ) is the legislature and the supreme decision-making body of Sweden. Since 1971, the Riksdag has been a unicameral legislature with 349 members (), elected proportionally and se ...
. The motion was to stop taxpayer funding of youth groups that were active with role-playing. It refers to the , where a 15-year-old in a small town in southern Sweden called Bjuv was killed by two 16- and 17-year-old friends who (according to the legal motion) were influenced by Kult. Writer Didi Örnstedt and painter Björn Sjöstedt wrote a book, ''De Övergivnas Armé'' (Army of the Abandoned), where they warn against the role-playing game hobby, with a particular focus on the game Kult. The title refers to children supposedly ignored by their parents and therefore susceptible to a projected radicalization of RPGs. Critics of role-playing games have attempted to tie Kult to a 16-year-old Swedish boy who committed suicide by shotgun in November 1996. The local newspaper ''
Tønsbergs Blad ''Tønsbergs Blad'' is a local newspaper published in Tønsberg, Norway. The newspaper was founded by printer Hans Jørgen Magnus Hansen on 3 August 1870, with an initial circulation of 210 copies. By the turn of the century the circulation had g ...
'' in
Tønsberg Tønsberg , historically Tunsberg, is a city and municipality in Vestfold og Telemark county, eastern Norway, located around south-southwest of Oslo on the western coast of the Oslofjord near its mouth onto the Skagerrak. The administrative c ...
,
Norway Norway, officially the Kingdom of Norway, is a Nordic country in Northern Europe, the mainland territory of which comprises the western and northernmost portion of the Scandinavian Peninsula. The remote Arctic island of Jan Mayen and the ...
similarly used Kult in relation to the disappearance of a boy called Andreas Hammer on July 1, 1994. Andreas Hammer allegedly played Kult the week prior to his disappearance. He is still missing.


Reception

Jeff Koke Jeff Koke is a writer, graphic designer and business owner currently living in Austin, Texas. He is best known for his writing work for Steve Jackson Games in the 1990s, including '' GURPS Vampire: The Masquerade'', an adaptation of the well-known ...
reviewed ''Kult'' for ''
Pyramid A pyramid (from el, πυραμίς ') is a structure whose outer surfaces are triangular and converge to a single step at the top, making the shape roughly a pyramid in the geometric sense. The base of a pyramid can be trilateral, quadrilat ...
'' #3 (Sept./Oct., 1993), and stated that "All in all, Kult is a very good system and background for roleplayers who are mature enough to delve into truly dark roleplaying. Even for those players who dislike being immersed in depressing, hopeless worlds, the background has enough tidbits of bleak imagery and morsels of horrific scenery that it's worth the cover price just to browse through the Metropolis." *


Spin-offs

*
Kult (card game) Kult is an out-of-print collectible card game by Target Games and Heartbreaker Hobbies. It is based on a role-playing game of the same name. Gameplay Each player selects one of the Major Arcana, each representing the Archons and Angels of Death ...
by Bryan Winter. * In August–November 2011,
Dark Horse Comics Dark Horse Comics is an American comic book, graphic novel, and manga publisher founded in Milwaukie, Oregon by Mike Richardson in 1986. The company was created using funds earned from Richardson's chain of Portland, Oregon comic book shops know ...
released a 4 issue mini series based on the RPG.


Notes


External links


Official home page

Cabinet Entertainment
{{Powered by the Apocalypse games, state=expanded Contemporary role-playing games Horror role-playing games Swedish role-playing games Role-playing games introduced in 1991