Showing posts with label kult. Show all posts
Showing posts with label kult. Show all posts

Friday, July 5, 2019

2019 July : TAG Bites : Kult Divinity Lost



Some old friends reached out with the request that I run a horror game for them and a new player! After debating between this, Alien the RPG, and Wraith the Oblivion as the game to run, this kinda won out. Anxious to see how the game will turn out this coming July 13.

So, to Jonas, Nicole, Alfred, and Rocky are going for a spin at the dark illusion that is the world of Kult: Divinity Lost.  And even more awesome, the game is now Powered by the Apocalypse! (I do still own the old Kult books though haheheeh)

Sadly, no seats available.

Thursday, April 18, 2013

Review: Kult

Review: Kult by Gunilla Jonsson and Michael Petersén
Metropolis Ltd.
Rating: ★★★★

Kult is a game that does not mince words in creating a setting that is both disturbing, fascinating and horrifying.  This was definitely not a game that was intended for younger or immature audiences.  Taking concepts from gnosticism, and giving it a dark modern gothic touch, fans of the Silent Hill franchise, Matrix movies, and cult favorites such as Dark City and the Watcher Pentalogy of Sergei Lukyanenko.  The world is an Illusion.  Everything you see is a Lie.   And we are prisoners in a world that looks normal, but is in truth embroiled in a massive war between forces of Light and Darkness.

Sounds Interesting!  Tell me more.
In the game, a being called the Demiurge is holding us prisoner and many of these beings that have been keeping us in check have started to approach things in their own way ever since the Demiurge itself vanished.  A massive city called the Metropolis exists beyond our perceptions whose roads reach out to every city in the world, and occasionally people slip out of the Illusion and into this place, where unthinkable horrors await.    But all throughout the world, there are certain people who have learned to pierce the illusion, and there are groups that seek to find a way for mankind to regain our lost divine status.  

Illusion and Madness are more than what they seem to be.  And even Death is just a beginning in this game.  In Kult, you struggle in a world where old gods squat in the streets, Fallen Angels rule in the shadows, and monsters walk amongst us beyond our sight.

What's the System Like?
The game is an old game, and thus very old approaches to dice systems are still used here.  Characters have Abilities, Skills, Advantages, Disadvantages, Dark Secrets and Mental Balance.  Point distribution can be a bit confusing at first, with players having 100 points to allocate among eight abilities, 150 points to allocate among skills, and... sorry what?  Yes, you read that right, 100 and 150.  Like I said, old school rules. 

Rolling a twenty-sided die is used to determine if characters succeed in their ability and skill-based actions.  The difference between the roll and ability itself then determines the Effect.  So if you had a skill of 14, rolling  a 13 means you succeed with an Effect of one, an acceptable success.   If you rolled a 2, you succeeded with an effect of 12, which is a normal success.  A difference of 16 and higher snags you even greater success.

The game offers a huge list of Archetypes, which basically are pre-set ideas for character concepts such as Drifter, Detective, Athlete, etc, allowing new players to quickly have an idea of what options exist and work well for the game.  It was nice how they really devoted a full page colored image for each one though.

Interestingly, the system has a lot of secondary abilities, such as Endurance, Initiative and Damage bonuses, and the like which are derived from the Abilities.  They add new twists to the game, such as Endurance representing exhaustion which can bring you down even if you've never been hit in a long-running combat sequence.  Advantages and Disadvantages are your usual mix of positive and negative traits (such as having a Code of Honor, or suffering from a phobia, etc) and these are actually vital in determining your character's Mental Balance.

Combat is split to three phases, and typically characters have two actions each turn.  Since humans typically can't perform actions in the same phase, they have to spread it out.  So for example if the human (2 actions) was fighting a demon (4 actions) the demon has distinct advantage since it can allocate its actions better.
Phase One
Phase Two
Phase Three
Human, Demon
Human, Demon, Demon
Demon
Demon, Demon, Human
Human, Demon
Demon
Demon, Human
Demon, Human
Demon, Demon


Damage is tracked as Wounds, which start out as Scratches, then turn into Light Wounds, then Serious Wounds and finally Fatal Wounds.  Most characters can only take one Fatal Wound before dying, but many monstrosities can suffer very many more.

Martial Arts and Magic are given comprehensive portions of the rules, with Martial Arts giving access to chi-based powers if you reach a certain level of proficiency with them.  There are various kinds of magic:  Lore of Death, Lore of Dream, Lore of Madness, Lore of Passion, Lore of Time and Space.  These aren't your typical quick casting magic spells type of game though the way its done in other games.  Most rituals can take lots of hours to days to perform, if not require planning, components and preparation to succeed.   Spells also consume Endurance, so casting them may leave you very vulnerable afterwards.

Finally, characters have Hero Points, which are a finite resource that can be spent to twist fate in your favor (read as alter the results of the Effect of an action), but given a spent Hero Point is gone for good, and recovering points is not an easy feat, players will likely choose to use them when their character's lives are at stake.

And boy will they be often in such dangers in this game.   Most of the threats and monstrosities are horribly powerful if not disturbingly strong.  Death is always looming in the horizon in every battle.

Surely, the players have some help?
Somewhat.  You see, there are rules for different kinds of magic, and players who have the ability to use magic can definitely have an edge.   Interestingly, while most would probably think having a high Light Mental Balance is the best course of action, having your Mental Balance high in either end of the spectrum both have their bonuses and detrimental effects.    At its simplest, one's madness (or uncontrollable demand for order) can actually manifest as actual physical changes as your character deals with the growing Terror in the game. One might manifest an armored carapace in hopes of protecting himself from the darkness, another might have so high a state of Mental Balance that their dark side might gain sentience and try to contact you.

Death Is Just a Beginning?
Oh that's cause some characters who die... might not die.  They might actually find themselves coming back, changed.  And if they do, they might not exactly like what they have become.  But to say more might spoil things for people who will eventually get a chance to explore the game!
Yes there was a four-issue comic based on it.

Okay, I'm NOT going to play, I'm going to RUN the game.
Then consider this paragraph a huge SPOILER WARNING for players who need to avoid reading things since they have trouble, or rather not struggle to separate player knowledge from character knowledge.

First, the Demiurge is pretty much the God in the game, and sadly he's gone.  Vanished. Maybe dead.  Its dark half, the Astaroth has risen to take its place.  But it doesn't quite grasp what it should do.  All over the world, the Archons and the Death Angels vie for greater power and influence, and in smaller scale, the Lictors (all 823,543 of them) relish having the freedom to punish (and play with) humans in any way they see fit!  So yeah, we're all pretty much prisoners in a massive jail that we know to be the world.

Astaroth however, senses Humanity's capacity to Awaken, and knows if that happens, we will most likely end up free and powerful.  So he plans a massive Ragnarok to keep us lost in our own ignorance, while he desperately tries to find the missing Demiurge.  Many of the things we encounter are hidden by the Illusion to appear as something else.  But more and more are starting to see the Truth.  Great beings however residing deep within Metropolis and other places might send in their stead an Incarnate instead, which while still powerful is a weaker presence compared to the being's actual power.  Archons, on the other hand, rarely use Incarnates and prefer to reach out and influence the world through Manifestations, such as war and bloodshed happening where the Archon of Death resides, and so on and so forth.

Crossing through the illusion and visiting Metropolis can be accomplished through cameras, mirrors, puzzles and sometimes by accident as some places in the world meld so easily into the Metropolis for one reason or another.  Paintings, portals, and pain at times allow us to open our eyes to see the Truth and expose to us a world we might have rather to have never seen.

Mental Balance is more than a measure of one's sanity.  It declares whether or not deep down you are a divine or demonic being and there are various system changes that occur as your Mental Balance rating moves beyond +/-100 (positive of course relating to Light and negative to Dark.)  There are times when these changes even allow you to shift time and space.

There is more than just the Metropolis to explore too.  There is the Inferno, the Dream Lands, and many other strange realms to explore.   And there are many cults and groups that know fragments of the puzzle of the Truth, and hopefully through them you can grasp how big the Lie actually is and break free.

Hopefully.

There is a rich GM section in the book, giving adventure ideas, thoughts on how to incorporate madness, fear and other elements into your games.  And yes a very generous helping of sample characters, monsters and the like.  Overall, you got a lot to work with even with just the main book.

Rating Breakdown: Concept:  Deliciously frightening.  I love the mythology and I am impressed how they worked out the setting for the game.  I love the way Mental Balance works in the game and I was curious to see how players would react to explore such a setting.
Crunch:  Not as heavy as I expected.  While yes, the idea of spending 100 and 150 points during character creation sounds more frightening than say allocating 12 points (new World of Darkness attributes) or rolling for stats using three six-sided dice (Pathfinder), the spending doesn't cause too much of a headache.  Many will be struggling at first to embrace the idea that rolling a twenty on the 20-sided die is a disastrous failure, but otherwise, the system works very smoothly.
Layout:  I wish this was done better.  The original books were well written but was in desperate need of having certain portions grouped together instead of spread in their own chapters.  The newer versions of the books are just a pain to read, with frenetic backgrounds against laid out text that do not lend well to making things legible.
My favorite part:  Mental Balance.  I love how both Positive and Negative are insane (and staying on zero is the best way to stay sane), and yet offered unexplored powers and truths when you dive right into it.  Being able to role-play them is harder though and I wish they offered a guide in the game.
What I wish was better:  As mentioned above, I wish Mental Balance was explored better.  Perhaps a whole book on what insights having Mental Balance gives would have been awesome.  Or a guide book on how to portray them at certain stages.    But beyond that, I really really wish the new books were kinder to the eye.  You know there's something wrong when the books themselves do NOT allow you to read the rules faster.



Break free.  See past the Illusion.  Embrace the Kult.
Sadly the books are no longer in print.  But maybe if you look past the Illusion, you'll find a way. :-)

Monday, April 1, 2013

Significators ep01 : Kult

3/16/2013
Significators
Episode One
"The First Draw"

Kult


After owning the books for so many years, I get to finally run a few sessions of Kult! Even more awesome is I get to play with the troupe I used to run games that lasted for years back when I was still going through my college years.    I've always loved the Silent Hill meets Jacob's Ladder vibe of Kult.  And while the old school approach to stats and system were a bit of a mouthful to swallow and learn, the game was definitely worth the experience.

The Cast:
Raphael Costales was played by Sam.
Raphael was a 23 year old Romany of Spanish descent.  He worked as a messenger, and during his free-time loved to indulge in Parkour.  He lived with his dependant Grandmother in one of the condominum complexes in The City.
Dark Secret: Haunted (He believed himself haunted by the spirit of his mother, who vanished under mysterious circumstances.)
Advantages and Disadvantages:  Brash, Dependant (Grandmother), Dyslexic (Mild), Haunted, Low-Self Esteem, Natural Athlete, Endure Pain, Enhanced Awareness (5), Contorsionist, Largesse, Approachable
Net of Contacts (10): Other messengers
Mental Balance: +25

Lycos Anatolius was played by Urim.
Lycos was a 25 year old aristocrat, a Diplomat's Son.  He lived a life of excess and hedonism, but was unaware of how deep the family secret truly was.
Dark Secret: Family Secret
Advantages and Disadvantages:  Black Sheep (age 14), Bad Rep (age 16), Insomnia, Drug Addiction (marijuana), Sexually Tantalizing, Oedipal, Gift for Languages  Influential Friends (High Society), Social Chameleon, Approachable, Cultural Flexibility, Empathy
Net of Contacts (10): Press
Mental Balance: +10

Jason Rappor was played by Aldwin.
The 31-year old police detective was anxious to make a mark in the City.  Being assigned to a serial killer's case, however, might not have been purely by chance.
Dark Secret: Guilt of a Crime (Covered up accidental killing of a crime lord's son)
Advantages and Disadvantages:  Nightmares (5), Death Wish, Rationalist, Oath of revenge (Crime Lord, killed partner), Touchy, Luck, Intuition
Net of Contacts (10): Police
Mental Balance: Started at 0.  First session ended with it at -5

Patrick O'Malley was played by Rocky.
The 47-year old Irish priest understood there were things that only made sense outside the Church's teachings.  The placid world of his parish was about to be swept away by the darkness itself.
Dark Secret:  Forbidden Knowledge (Parapsychology)
Advantages and Disadvantages:  Chronic Pain (Gout), Egotist (was in foster system,  mother gave him up), Fanaticism, Insomnia, Intolerance (Women, resent mother), Manipulative, Faith (10), Good Reputation, Influential Friends (Local leaders), Intuition, Status (Priest)
Mental Balance:  +15

The Story begins with the inital draw of cards.

Father O'Malley hears chanting in his church.  Walking to the main area, he finds some form of ritual unfolding in the ground level.  A woman struggles against bonds that hold her to the floor.  Seven men in hoods continue their chanting while the eighth man walks around the woman with a dead cat in his hands.  He uses the cat's blood to draw a massive circle around the woman.  Suddenly, as if the dark circle was a hole, the woman vanishes and falls through the floor.  O'Malley wakes up.  The dream leaves a bad lingering feeling.  He heads out to check on his parish to find the lay ministers and altar boys cleaning up the church for the coming mass.  The lay minister found a dead cat among the pews.  O'Malley feels bothered.  He also finds a tarot card on the floor.  It is the Seven of Cups.

Mass.  As people make their exit, a clearly non-caucasian woman approaches him and asks for some time.  She asks Father O'Malley on his thoughts on ghosts.  On spirits.  Demons.  And the Father is suspicious of both her questions, and her appearance.  Her olive skin and dark wavy hair suggests ties he does not prefer. She admits she wanted him to help her son whom she believed was possessed by spirits.  She claims to have photos that show proof of the spirit.  He only agrees if she agrees to have the child baptised.  She leaves him their address and tells her she accepts the offer.

Another tarot card is found on the floor.  The 2 of Wands.

Elsewhere in the city, Lycos Anatolius is pushing through a crowd of paparazzi who are determined to get some statements from him.  At first they applaud him for another wild night, and he seems happy to confirm that happened.  They pull away from the press but not before some questions shift to an accusatory tone:  Did you beat her up with that smile on your face?  Are you happy with what you did?  In another room, Lycos talks to his dad's assistant who tells him of what happened.  Of how he started stomping on a woman's neck after she insulted him.  Of how he smashes a bottle on the face of a waiter.  As they talk, a burly man steps through the door and immediately Lycos realizes he is the girl's father!  He charges for him and as Lycos tries to pull away... he falls off his bed.  A dream.

He tries to straighten up, and notices a particular card on his bed sheet.  It is the Three of Swords from a Tarot deck he never owned.  As he thanks himself for not having done something to idiotic, his father emerges and tells him to get dressed.  They are late for some function and the father is in a foul mood.  Lycos hurries to get dressed, but at the corner of his eye, notices the shoes he usually wears on nights out has a heel that is wet with blood.   The event bores Lycos.  He decides to slip out and try to find something more interesting to do.  He sees a young four-year old girl crossing the street, and a bus suddenly slams into her.  Running there in hopes of helping somehow, Lycos peers below to find NO ONE under the bus.  Although the bus clearly shows a dent on the bumper, there is no child!  A cop car slows down nearby and asks them if there's a problem.  The bus driver says there was just a misunderstanding.  Lycos agrees.  And as the two vehicles move on, Lycos thinks he sees some kind of chalk drawing under the bus.  It looks like the outline of a child.  He bends down to inspect it closer, and that's when another vehicle comes by and slams into him.

Inspector Jason Rappor is at a crime scene.  The policemen who first arrived at the scene were far too affected by what had transpired that they were getting physically sick and contaminating the crime scene.  Jason sends them away and notes that the door was not forced open, the stacks upon stacks of a book, Catcher in the Rye, litter the living area.  On a side table, a cloth belt is spread out, with taxidermy tools on it.    On the door, a tarot card was slid against the knob, the Empress.  He soon finds the victim in the bathroom, a man who has been skinned and left on the toilet in a seated position.  His name is Charles Wittick.  Checking the  medicine cabinet, he finds boxes of birth control pills and realizes the victim might have been using them as hormone therapy.  The pictures around the unit have lots of pictures of a beautiful woman, and Jason realizes the woman is the same person as the burly man in the other photos.  The pic of the burly man has text written on the back. "Good job Detective.  Clue Number Four."  He inspects the fridge and finds a cake which has the man's severed testicle on it with a small card that says,  "Great work detective.  Clue Number Two."  The man in the bathroom suddenly starts to gurgle, then scream.  The man is still alive!

The paramedics are called to rush him to the hospital.  Rappor is furious and tries to find more clues.  He finds a VCR which when played shows the events that happened before the victim was attacked.  It ends with the assailant addressing the viewer, "Yes detective.  Clue number three."    A fire alarm begins to blare across the street.  Rappor realizes the unit's window looks out to the other building.  There, he sees a young man opening a window and waving the smoke out of the unit.  He decides to go there and inspect.

Raphael Costales was sitting on the fire escape, while his grandmother was preparing food.  She has been having lapses in her memory - a common problem that comes with age - and while she prepares his favorite meatballs, Raphael catches her forgetting to place anything on the stove and leaving the fire burning.  He kills the flame, guides her to her room, and tucks her in to sleep.  But before she does, she offers to read his fortune.   She draws three cards:  Ace of Cups, Page of Cups and Strength, and rather than interpret it, merely stares at the cards.  Raphael tucks her in and tells her tomorrow is another day.    When he steps back into the living room/kitchen area, however, the stove is lit up.  He hurries to it, kills the flame (again) and hears odd notices from the hallway.  Peeking out, he sees the neighbor who has lived next door for the last five years dragging a very heavy sack to his room.  Suspicious, Raphael heads downstairs to the landlord, Ben, and tries to convince him to check on the neighbor.

But then the fire alarm triggers.  As Raphael and the landlord hurry upstairs, they find smoke filling the corridors!  The water sprinklers switch on in response, drenching everyone cold.  Raphael rushes back into the unit to see the stove once again suddenly switching off.  And when he reaches his grandmother, she tells him, "Lucia... Lucia sent them away."    After making sure she was dry and tucked back in, Raphael decided to visit his mother's grave.  He sees a man staring at him from the next door window, ignores him, and makes his way to the cemetery.

Father O'Malley arrives at the unit, and tries to ignore the police cars parked outside the condo complex.  One of the buildings had its fire alarm triggered, and the Irish priest could only wonder what sort of chaos was transpiring there.  Upon arriving at the unit, he finds the woman there anxious to get started.  The fear in her eyes is undeniable.  The child confronts the father, and he seems to find an intelligence behind the child's eyes.  The woman's appearance becomes more distinct and O'Malley realizes she is the woman in the dream.  He stumbles out of the unit to try and leave, but he feels something has followed him out of the building.

He stumbles past Detective Rappor who quickly hurries up the building to see the source of the commotion.  His gut just screams that the person behind the serial killings would be in the building next door.  As he rushed up the stairs, he encounters the water drenched floor where the alarm was triggered.  He tries getting information from the neighbors on who lived in the door opposite the window in the other floor, but then catches the weird neighbor peering from the door.  He rushes to confront him!

Far away, Lycos Anatolius awakens to find himself in an ambulance with his father.  In his drugged state, he overhears his father arguing with the paramedics, and before he could say anything to help, his father suddenly attacks the two paramedics, and starts dragging Lycos to his feet.  The ambulance goes topsy-turvey and slams into a wall, "We have to move," Lycos hears his father growl, "Or all will know of our secret."  The two stragger out into the street, and when Lycos attempts to gain answers on what is going on, howls are heard closing in on their location.  "The Jackals," Lycos' brother gasps... "We have to move.  Now."

And Raphael Costales weeps over his mother's grave.  He feels an emptiness given there were so few actual moments that they shared between them.  He feels a presence, and when he raises his head he sees her.  His mother.  Although it seemed impossible, Lucia stood directly in front of him and warned him that he would be needed for an upcoming battle.  The event is too much for Raphael, who faints.

Lycos and his father are chased down the alleyways by feral people who seem out for their blood. When Lycos' father is pinned by one of the things, Lycos watches in shock as his father's skin seems to turn translucent for a brief moment, with all his veins becoming illuminated red.  Suddenly, his father is imbued with an incredible level of strength, and rips apart the "Jackal" that had pinned him down.  Before Lycos could ask what is going on, his father follows up with a fluid motion of bringing the torn limb to his maw and supping on the blood.  "Our family secret," Lycos' father snarls, "Should never be revealed to the world.  Or we will be at their mercy."

Detective Rappor confronts the possible serial killer, but the man seems absolutely unafraid to have been caught.  He calmly welcomes Rappor into the room and tells him a simple response, "Perfect Detective.  All clues found."  And suddenly the sounds of metal clanging against one another, gears turning and hissing steam  erupts all around them both.  Rappor watches as the walls fall apart, revealing a metal and steel foundation.  Grills hold back massive spikes and sharp razor corners.  Red hot steam boils from unseen pipes.  The whole floor is suddenly descending, like an impossible elevator down into a warped city of rust and iron.  Rappor faints as he sees what looks like an incredibly huge labyrinth all around them.  The City he was born in was suddenly gone.

And Father O'Malley locks himself in his chamber, praying to the Almighty for guidance.  For courage.  He does not understand what trial he is facing but fears the devil itself has came to claim him.  Almost in response, a glow descends upon O'Malley's side and robed figures begin to emerge from the monstrance.  O'Malley finds it inconceivable that these demonic apparitions would manifest in the Adoration Chamber.  The robed figure offers to reveal itself, but only if O'Malley wishes to see.  It warns, "To see will forever change you."  O'Malley holds fast to his Faith and gazes, and sees a burning pillar where the man's face should be.  A dozen eyes peer from the spinning wings.  And a golden crown burns within the fire.  "I am Metatron," the figure pronounces, "And you, Father O'Malley are called to become a Soldier against the False God."

Truths can be hidden within layers of deceit.
But truths can also be simply harder to see when fear exists.

What are the Significators in this reading?






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