Kult: Difference between revisions

Everything About Fiction You Never Wanted to Know.
Content added Content deleted
No edit summary
No edit summary
 
(10 intermediate revisions by 4 users not shown)
Line 1: Line 1:
{{work}}
{{work}}
[[File:kult.jpg|thumb|200px]]
[[File:kult.jpg|thumb|200px]]
{{trope list needs context}}


''Kult'' is a Swedish [[Dark Fantasy]]/Splatterpunk (self-description) [[Role-Playing Game]] by authors Gunilla Jonsson and Michael Petersén. It takes place here and now, in the reality of today. But reality is not what we think. Around us the world is dark and dangerous and nothing is what it seems to be. Our reality is {{spoiler|an illusion, created to keep us captive. We are imprisoned since the ages past by a dictatorial creator.}} The true world, invisible to us, is ruled by creatures who dominate the false facades, our prison wardens and torturers. And if your characters happen to steep too far into Evil, they might actually {{spoiler|turn into monsters physically}}.
'''''Kult''''' is a Swedish [[Dark Fantasy]]/Splatterpunk (self-description) [[Role-Playing Game]] by authors Gunilla Jonsson and Michael Petersén. (Who are, despite the very dark topic, two nice people working in a bookstore.) It takes place here and now, in the reality of today. But reality is not what we think. Around us the world is dark and dangerous and nothing is what it seems to be. Our reality is {{spoiler|an illusion, created to keep us captive. We are imprisoned since the ages past by a dictatorial creator.}} The true world, invisible to us, is ruled by creatures who dominate the false facades, our prison wardens and torturers. And if your characters happen to steep too far into Evil, they might actually {{spoiler|turn into monsters physically}}.


''Kult'' can be used for any kind of horror game, from "splatter the attacking zombie hordes" to "solve the occult mysteries of the universe" to more subtle paranoia and conspiracies. Players play characters who somehow came into contact with darkness - whether purely theoretical, like students interested in the occult, [[Mad Scientist]]s or [[Mad Artist]]s; in reality, like [[Intrepid Reporter|muckrakers]], [[Private Eye|private detectives]] or [[COPS (series)|COPS]]; or actively fighting it, like soldiers, gang members or street fighters.
''Kult'' can be used for any kind of horror game, from "splatter the attacking zombie hordes" to "solve the occult mysteries of the universe" to more subtle paranoia and conspiracies. Players play characters who somehow came into contact with darkness - whether purely theoretical, like students interested in the occult, [[Mad Scientist]]s or [[Mad Artist]]s; in reality, like [[Intrepid Reporter|muckrakers]], [[Private Eye|private detectives]] or [[COPS (series)|COPS]]; or actively fighting it, like soldiers, gang members or street fighters.


What can you do in ''Kult''? You can fight evil... or become evil yourself... or simply go mad. {{spoiler|Or outgrow such childish things as Good, Evil, Madness and Fourdimensional spacetime. But don't expect that to be easy.}}
What can you do in ''Kult''? You can fight evil... or become evil yourself... or simply go mad. {{spoiler|Or outgrow such childish things as Good, Evil, Madness and Four-dimensional spacetime. But don't expect that to be easy.}}


{{tropelist}}
{{tropelist}}
Line 52: Line 53:
* {{spoiler|[[Humans Are Cthulhu]]}}: {{spoiler|Humans are immortal superbeings, they are just slumbering and are unaware of their power.}}
* {{spoiler|[[Humans Are Cthulhu]]}}: {{spoiler|Humans are immortal superbeings, they are just slumbering and are unaware of their power.}}
* [[Humans Are the Real Monsters]]:
* [[Humans Are the Real Monsters]]:
** In a sense. While it's rather difficult to see {{spoiler|the Demiurge/Archons}} as the good guys, truth is, the {{spoiler|divine, pre-Illusion humans}} were completely amoral bastards that destroyed millions of lives and caused untold suffering to members of weaker species. Perhaps the setting's deepest, most interesting question would be {{spoiler|"Do we ''deserve'' to Awake?"}}
** In a sense. While it's rather difficult to see {{spoiler|the Demiurge/Archons}} as the good guys, truth is, the {{spoiler|divine, pre-Illusion humans}} were completely amoral bastards that destroyed millions of lives and caused untold suffering to members of weaker species. Perhaps the setting's deepest, most interesting question would be {{spoiler|"Do we ''deserve'' to Awaken?"}}
** {{spoiler|Despite being embodiments of evil, Angels of Death found the darkness in humans' hearts surpasses theirs.}}
** Despite being embodiments of evil, {{spoiler|Angels of Death}} found the darkness in humans' hearts surpasses theirs.
* [[Indian Burial Ground]]{{context}}
* [[Indian Burial Ground]]{{context}}
* [[Infernal Retaliation]]{{context}}
* [[Infernal Retaliation]]{{context}}
Line 122: Line 123:


{{reflist}}
{{reflist}}
[[Category:{{PAGENAME}}]]
[[Category:Horror Tabletop Games]]
[[Category:Horror Tabletop Games]]
[[Category:Tabletop Games]]
[[Category:Tabletop Games]]
[[Category:Pages with Examples Needing Context]]
[[Category:Pages with Examples Needing Context]]
[[Category:Pages with working Wikipedia tabs]]
[[Category:Pages with working Wikipedia tabs]]
[[Category:{{PAGENAME}}]]

Latest revision as of 17:45, 29 February 2024

Kult is a Swedish Dark Fantasy/Splatterpunk (self-description) Role-Playing Game by authors Gunilla Jonsson and Michael Petersén. (Who are, despite the very dark topic, two nice people working in a bookstore.) It takes place here and now, in the reality of today. But reality is not what we think. Around us the world is dark and dangerous and nothing is what it seems to be. Our reality is an illusion, created to keep us captive. We are imprisoned since the ages past by a dictatorial creator. The true world, invisible to us, is ruled by creatures who dominate the false facades, our prison wardens and torturers. And if your characters happen to steep too far into Evil, they might actually turn into monsters physically.

Kult can be used for any kind of horror game, from "splatter the attacking zombie hordes" to "solve the occult mysteries of the universe" to more subtle paranoia and conspiracies. Players play characters who somehow came into contact with darkness - whether purely theoretical, like students interested in the occult, Mad Scientists or Mad Artists; in reality, like muckrakers, private detectives or COPS; or actively fighting it, like soldiers, gang members or street fighters.

What can you do in Kult? You can fight evil... or become evil yourself... or simply go mad. Or outgrow such childish things as Good, Evil, Madness and Four-dimensional spacetime. But don't expect that to be easy.

Tropes used in Kult include:

Hell, almost every of the Crime and Punishment Tropes, Evil Tropes, Madness Tropes or Horror Tropes might find a place in your KULT sessions.

Typical Characters that may appear in KULT: