The book starts with 75 pages of instructions to create characters, an overview of abilities, skills, dark secrets and mental balance, as well as a list of equipment, from (lots of) weapons to cars and aeroplanes. After that comes the GM part. Information about the way the gameworld works and in what cases which sort of die-rolls are called for. The aspect of combat is explained and there is (way too much) attention for martial arts. This way it is too easy for players to just create a fighting machine.
Magic is another aspect of Kult that can be used in your campaigns. I was very pleased to see that it is not the kind of magic AD&D uses (chant, chant, boom), but the system uses arcane rituals, causing a magician to spend many hours to attain but a simple effect.
At the end of the book, there are about 75 pages of information on monsters and NPC's. Inbetween there are two instances of a bit of text (about five pages) on the role of the GM and how to dress up your campaign. I think it would be better to exclude some monsters and insert more of the GM info. To accomplish this, more books have been published to help either GM or players, so you will have to bring a rather large wallet if you want all of the information.
Next to the Kult Rulebook, there's a book filled with yet more monsters and NPC's. There are also books containing adventures, called Fallen Angels (three stories), Taroticum and Judas Grail. These books are a good read, but they are difficult to GM as you will have to do a lot of work fleshing out the parts between certain encounters.
The definition of "horror" is quite diverse. To some people horror is something we know from movies like "Friday the 13th" or "Hellraiser". To others, it is something more refined, without blood, but with lots of tension. Maybe something mysterious like "X-files" or "Twin Peaks", or more recently "Millennium". In Kult it is possible to create just about any kind of horror. Nevertheless, most people will refer to Hellraiser when they try to explain what Kult is all about.
Kult is not just about horror. The adventures that have been published often develop according to a classical good versus evil plot. The attention given to Good and Evil in Kult is almost religious. A lot of attention is spend on aspects of mystical, biblical characters and saintly figures from other religions. The Player Characters often will develop in a way most people would not necessarily call Good in real life, but at the same time these characters will keep revolting against a form of Evil that is worse than they are. It might also be that the characters will just loose control and becom totally Evil, anything goes ...
Another consequence of the genre is that it requires a certain "mature" attitude. Players should not be afraid to explore aspects of life they might find objectionable in the real world. Murder, mutilation, sex and other fun aspects of life can be major themes of the game. Should you decide to start playing Kult, try to determine if this is going to cause trouble with the other players.
A character which has gained more points for disadvantages than it has spent on advantages, can add the difference to his 150 points for skills. This will make the characters life easier, since he is more versatile. In case the character has more advantages, this will cost skill-points, making life more difficult.
Just in case it is not obvious yet: the creation of a character in Kult takes time, especially the first time. So reserve an evening to create the characters. The Rulebook also offers the opportunity to create simplified characters, enabling the creation of average characters in a short period of time.
During play, the character can shift on his way to Dark or Light. The mental state of characters is defined by the Mental Balance (MB). When the characters is created, the MB is determined by the difference (in points) between disadvantages and advantages. More disadvantages means a negative MB. As the MB develops in a certain way, the character will travel on the road connected to it. A MB of +100 is more on the way to Good than an MB of +10, while MB -100 is more towards Evil than MB -10).
A change in Mental Balance might happen by the character gaining or losing (dis)advantages or by other instances, as determined by the GM. This way, the game is a constant struggle to keep your character on the right track.
Dark and Light not only have differences, they also have a major thing in common. Both become extremely difficult to play when they reach the extremes. The book gives as an example for MB -50 "You could not pass a mental examination without being pronounced insane." [Kult, p. 257]. At MB +75 it says "You could not pass a mental examination without being pronounced insane" [Kult, p. 257]. No matter which side you choose, you will go crazy regardless. This is not as strange as it might seem, just consider that crazy is little else than being different than the others.
Kult uses "terrifying events". This kind of shocking experiences will call forth a reaction from PC's, which may vary from running away to going totally berserk. The reaction will in part be determined by throwing an EGO-roll, to see if the character will be influenced. A character with a (strong) negative MB will mostly loose control over his (dis)advantages, while a character with (strong) positive MB will hardly be affected by what is happening.
The given examples of MB's will have made clear that it is very difficult to play your character at extreme Mental Balances. When one realises the maximum MB is plus or minus 500, it seems to be impossible to roleplay those characters. But it is not necessary to play those characters. The extremes in MB are the ultimate goals for every character in Kult. Should anyone reach such an MB, he is called an Awakened, someone who sees the world as it really is, someone comparable to real world spiritual examples like Jesus Christ. One might compare it to becoming a god in AD&D: there simply is nothing left in terms of challenge.
Fights are "realistic", which means it is not hard for characters to die. This might seem a disadvantage, since most palyers will want their character to survive. Still, it has its advantages, as it will motivate players to shy away from combat and to search for solutions the roleplaying way. I am all in favor of this, even if it was just because a lot of opponents in Kult can not be killed just by a revolver ...
Hit points are not a part of the combat system of Kult. Instead, it uses three different categories of wounds (or actually four, but the last one is fatal, so it is hardly a wound): scratch, light wounds, serious wounds and fatal wounds. Each weapon lists which result on a d20 is necessary to create certain wounds. Firearms have the nasty habbit of causing fatal wounds on a roll of 16 or higher, so there is plenty of risk for characters. The only chance to heal wounds is by using medication and plenty of rest. And ofcourse it will take more time to recover from a serious wound than it does to recover from a scratch. Sure, the subtitle of the game is "death is only the beginning", but this is not to say it goes for every PC ...
Besides experience points, there are also so-called Hero Points. Each character gets ten Hero Points to start the game. Your character is able to acquire new Hero Points, up to a maximum of fifty, by acting in a truly heroic way. Whenever a player suspects his character might need some extra help, he can use Hero Points. In this way one can adjust an ability throw or make sure an enemy doesn't hit you in a fatal, but only serious way.
I once created a charactersheet in WordPerfect. Now a Word version of this
sheet is available to download.
To have an idea of the support fellow Kultists are creating for their
favorite game, have a look at Jason Thompson's
Gaia Sourcebook.
To find other players living near you, visit my Kult Geography page.
The Abyss is an initiative which started at the Kult mailinglist. It's aim is to gather Kult stuff written by fans of the game. It's nothing official (as in published by those who own the rights to the game), but Target has given the project permission. Check it out!
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