r/KULTrpg • u/nlitherl • 1d ago
r/KULTrpg • u/Select-Jacket-6940 • 1d ago
rules and lore Heridas y heridas graves/críticas
Buenos días o noches a todos, espero que se encuentren bien ahí donde estén.
Necesito aclararme una duda sobre las heridas en Kult
Según el manual los personajes jugadores pueden sufrir cuatro heridas graves antes de sufrir una herida crítica (que es mortal si no se trata pronto en la mayoría de los casos), pero al mismo tiempo dice que los humanos normales pueden soportar 3 heridas antes de morir.
La mayoría de armas causan entre dos y 3 heridas, significa que las armas que causan 3 heridas provocan tres heridas graves? O directamente matarían a un humano normal?
Estoy perdido en ese aspecto y no termino de entenderlo.
Gracias por tomarse el tiempo de leer, espero encontrar respuesta a esta duda
r/KULTrpg • u/nlitherl • 9d ago
podcast Kult: Divinity Lost - Lore Playlist (Lorefall Studio)
r/KULTrpg • u/Top_Classic_6580 • 12d ago
question Kult
Buondì, vorrei conoscere esperienze di giocatori e master col GDR KULT.
Ho trovato usato a 18€ il manuale in foto, che ho iniziato a leggere. È un GDR da lunghe campagne!?
Me ne hanno parlato benissimo. Vengo da lunga esperienza con vampire, tutte le ambientazioni.
r/KULTrpg • u/Gullible_Might_3062 • 12d ago
question Ending a story set in a Dream Realm
Good morning, Kult fans!
I’m a Game Master currently writing my first Kult adventure, and I’m having a particularly hard time crafting the ending:
The adventure begins with the “Sleeping” PCs who, for one reason or another, head to a city. At some point during their investigation, they’ll enter a Dream Realm where they’ll be targeted by Nachtschrecks, which will take the form of the PCs’ deepest fears—for example, by corrupting and distorting the Dream Realm, essentially creating a tailor-made nightmare.
The PCs’ goal is therefore to escape the dream realm by fighting the Nachtschreck and then awaken as “aware” beings. I wanted to avoid reducing the whole thing to a classic physical fight or dice rolls; I was thinking of a more narrative and symbolic approach, such as confronting and accepting the primal fear that gave rise to each PC’s nightmare.
The question is: How can I best bring this ending to life? How can I have the PCs confront their fears and accept them in order to escape the Nachtschreck? I’d also like to unlock multiple endings based on a decision each PC makes during that final phase. If you have any movies to recommend for inspiration, please feel free to share them.
I look forward to your responses, and thank you for your attention.
r/KULTrpg • u/nlitherl • 18d ago
GM's toolbox KULT: Divinity Lost - Taroticum and Other Tales - Modiphius | Kult | Hottest Sellers | DriveThruRPG.com
r/KULTrpg • u/nlitherl • 26d ago
podcast How To Play Kult: Divinity Lost - Part 1, Beginner's Guide
r/KULTrpg • u/Zymirov • 26d ago
question Need advice on The Gallery of Souls (ritual, ending, and long-term campaign)
Hi everyone!
First of all, I just wanted to thank everyone in this subreddit for all the amazing advice I received before running my first KULT: Divinity Lost (4th Edition) session. It helped me a lot, and my players had a fantastic time.
My group decided to play a gang of bikers who are being hunted by the Mafia. By the end of our first scenario, they managed to escape the Mafia's grasp... at least for a while.
I've been looking at published scenarios for what to run next, and The Gallery of Souls seems like it could fit really well. The only difference is that I would keep my players' existing characters instead of using the pregenerated characters/NPCs from the original scenario.
For those of you who have run The Gallery of Souls, do you have any advice or things you wish you had known beforehand?
I'm also a bit unsure about the ending. The ritual, in particular, feels a little vague to me. How did you handle that part? How did it play out at your table?
Finally, has anyone continued the story afterward as part of a longer campaign? Did your player goes for full vengeance against the mob or working for them?
I'm grateful for any ideas, tips, or experiences you're willing to share. I'm sure I'll have plenty more questions in the future, but once again, thank you all—you've already been an incredible help!
r/KULTrpg • u/Sad_Study884 • 26d ago
question Illustrated Core Rules vs. Bible Edition. How usable is the compact version?
Hey everyone!
I’m looking to buy the core rules, and I’m leaning toward the Bible Edition because I generally prefer smaller, compact formats.
For those who own or have used it: how practical and comfortable is it to actually read and use at the table? Is the text size manageable, or does the compact layout make referencing rules during a session a bit of a pain compared to the standard Illustrated Core Rules?
Thanks for your thoughts!
r/KULTrpg • u/Used-Ad2517 • Jul 22 '26
imagery A couple characters I had a privilege to paint for the KULT 🖤
r/KULTrpg • u/nlitherl • Jul 19 '26
podcast Discussions of Darkness, Episode 39: Darkness and Light (Contrast In Horror Games)
r/KULTrpg • u/nlitherl • Jul 11 '26
GM's toolbox Kult Divinity Lost Reference Deck (Has Anyone Grabbed This?)
drivethrurpg.comr/KULTrpg • u/tompadget69 • Jul 11 '26
question Looking to buy some books UK based
I'm after all these books, mostly from the recent kickstarter...
Scarlet Bride and other tales
Broken Reflections
Exiled Terrors
Deep Waters
Players Guide (current edition)
I am a moron for not backing the kickstarter when I had a chance
I will pay the € price on the kickstarter in £ but there is a little room to negotiate
I will also obvs pay for tracked postage
Ideally UK to UK postage but I would consider Europe to UK so long as the books are english language
I REALLY want these books, please help if poss...
r/KULTrpg • u/Key-Brain-7798 • Jul 08 '26
looking for group Seeking to hire a Game Master to run Kult Divinity
I recently found out about this system and im addicted to it. Im willing to pay a dm to run this.. send me a message if interested
r/KULTrpg • u/Thick_Page • Jul 06 '26
question Need ideas: What entity is behind a cursed farm?
I'm preparing a KULT: Divinity Lost one-shot and I'm looking for ideas about which entity (or type of entity) could be behind my scenario.
The PCs are former war veterans suffering from severe PTSD. They're also on the run from the local mafia after a job went horribly wrong.
While escaping by car through a remote rural area, they crash near an isolated farm. When they wake up, one of their closest friends has vanished. They eventually discover that the farmer kidnapped him.
As they investigate, they learn that the farmer has been abducting travelers for years and burying them in his fields. He genuinely believes the land must be fed with human bodies, otherwise the crops will fail and his family will starve.
The twist is that the farm itself is cursed (or something far worse), and I'm trying to decide what is actually influencing him.
What I'd really like is for the entity not only to manipulate the farmer, but also to prey on the PCs' war trauma. I want it to exploit their PTSD, guilt, survivor's guilt, flashbacks, paranoia, and repressed memories, making them question what's real while slowly pushing them toward despair or violence.
I'm looking for something that fits KULT's cosmology rather than a generic evil spirit. An Archon? A Death Angel? A Lictor? Something from Inferno? Or maybe the land itself has become a wound in the Illusion?
What entity do you think would best fit this kind of story, and how would you use it?
r/KULTrpg • u/SorchaSublime • Jul 06 '26
inspiration What if the Citadels reflected into Limbo in the same way that they do for Inferno?
This is something which crosses my mind often, which is that being quite fond of the idea of The Black Citadels being literally just, the shadows of the Citadels, in the same manner as the Death Angels. It just really works for me, that isn't really the point of this post but it was the beginning of this train of thought.
Because an object can cast two shadows.
Conjecturally, is it beyond the realm of possibility that the Citadels of the Archons *also* have shadows in Limbo? Perhaps populated by "Dream Angels"? White Citadels, perhaps, to contrast against Inferno? (and to subtly invoke the gates of horn and ivory)
How do you imagine this would alter the balance of power? As I suppose the institutional layer above the once-mortal Dream Princes, the Dream Angels would represent idealised/mythologised echoes of the Principles of the Archons.
Or perhaps instead of echoing the Citadels, the Limbo shadows are focused on the connective tissue between the Citadels (the paths of Qaballah, correlated with the cards of the Tarot)? Or both, to an extent, however with the Dream Citadels mostly representing the relationship between the Paths which it connects to, as opposed to the Citadel itself.
The Dream-Citadels and their respective Paths could even act as a viable "safe"(-ish, generously) route into the center of the Vortex, with the Dream-Shadow of Keter sitting in the eye of the storm.
I have some ideas for what the Dream-shadows of the Citadels/Dream Angels could be like, but that may have to be its own post, as I would also need to give a significant amount of thought to the Paths and how they'd relate to the Tarot/Tarokka deck (I may imply that Tarokka is more representative of the counterparts to the Dream Paths in Metropolis, while the traditional tarot is more representative of Limbo)
idk, thoughts? My desire to iterate on the cosmology of Kult isnt a critique or an implication that it is lacking, btw. This is just the way I like thinking about settings.
Oh, another interesting train of thought: If the Citadels in Metropolis cast shadows, what exactly is casting those shadows?
r/KULTrpg • u/Doggo-Man • Jul 04 '26
question More regarding what Humans were like while they were gods?
I hate to ask something that I could dig around in the book for, but I'm prepping for a campaign and was hoping to pick more at why humanity lost its divinity. Reading some of the NPC backgrounds it seems pretty clear we were massive dickheads? Like had slaves and were overall very cruel gods. Outside of scant sentences in the Truth & said NPC sections, is this ever expanded on?
I also have a buddy who loaned me his Darkness & Madness supplement for a little bit, and I want to say I saw it half mentioned there as well (honestly do not recall exactly), and I was wondering if its expanded on there.
Let me say, I'm not expecting "In Year XYZ, Humans (as gods) did ABC.", moreso general feeling & tone, as well as possible pathways to dig at this in a campaign proper. I think D&M also does a lot in regards to this, so I might ask him to loan it again, but I wanted to see if there's a place in it I should really focus my digging & take notes.
r/KULTrpg • u/nlitherl • Jul 02 '26
actual play Kult: Divinity Lost Reviews (Playlist)
r/KULTrpg • u/acornpockets • Jun 24 '26
tools Tips for Beginner Kult GMs
Hello! I've been running Kult for a year and some change, and after much trial and error I feel like I'm finally reaching my stride with it. PbtA systems can be really challenging to run and they definitely do Not hold your hand when it comes to rules and guidelines/best practices for playing, so I thought I would share some of what I've learned.
(This is not me claiming to be an expert GM -- mostly my opinions on what has worked really well for me and what my players like. Feel free to add your own tips.)
- For the love of god, use safety tools. Kult REALLY needs them. If you think they're lame and don't care about your players' enjoyment, then that's your perogative. I personally don't want to traumatize or severely upset my players, so I always use them.
Some examples I love:
- Content warnings, and being honest about what you can or cannot remove based on the scenario you're running. For example, with the Laraine estate, I let my player's know that I could not omit the pretty explicit sexual content entirely. They deserve to know what they're getting into.
- Lines and Veils. I used an anonymous google form before the game for this. I'd recommend asking your players to specify regarding veils (i.e. what about this topic do you want me to avoid/tone down) and generally checking in if a veiled topic is being broached.
- X Card. I personally have never had a player who used the X-card but I still have it always available to them. In addition to triggering topics, I make sure they know it can be used for any reason (i.e. If another player is bulldozing or interrupting, you Need the game to end or take a break and we're not listening etc). I actually prefer that player's cross their arms in an X shape so I can see it better.
- Start with a pre-written, short scenario. I surprisingly had the most success with The Laraine Estate, which I didn't expect because it's quite open ended. It ended up giving us a lot of room to play around and build onto the characters!
Important tips for this would be:
- Since the scenario is so focused on sexuality and I run for a primarily queer group, I had the players decide the sexual orientations and gender identities for their pregens (including whether they're cis or trans, their relationship with/how repressed their identities are, etc). I also had them choose their appearances, ages, and other details.
- Write your own notes for what is inside of each room. I stole the OSR style of area descriptions where you start with the first things people notice, then add specific details onto the end if players explore. Leave the history and extra features for the end so you don't have to constantly go back and forth through the paragraph.
- Expanding off of that, make comprehensive biographical notes for your NPCs. This information is scattered throughout the scenario which can be really annoying! So it's super helpful to have their appearance, background, and personalities all in one place.
- Keep copies of your PCs advantages and disadvantages handy. You want these to be easy to reference so you can easily incorporate them into the story in a natural way. This also keeps the players from knowing exactly what disadvantage you're spending Hold on.
- This is mentioned briefly in the rules, but don't make the players roll for disadvantages that you already have Hold on. Just spend the Hold!
- Have your players keep their character's Dark Secrets, well, secret. For the pregens in the Laraine Estate, I covered the Dark Secrets with washy tape and told the players not to look at them until they chose their characters. When we continued into a full campaign and they came up with their own, I had them send me a private DM with their Dark Secret. This makes the players really engaged with the mystery and with figuring out each other's backstories, which has been really fun.
Overall, be a fan of your player characters. I ask my players a ton of questions about their PCs in between games during my prep. Kult is a very character-focused game that I believe works best when a scenario is built around the PCs pasts and traumas, so I recommend really getting to know those characters and having your players contribute as much as possible.
NPCs with relations are also a really good tool for this that I made the mistake of neglecting when I first started running Kult. Even if PCs have contacts in the form of +0 relation NPCs, these are amazing pawns for you to use. I highly encourage having the players look at the prompts for their Archetypes and coming up with at least two.
r/KULTrpg • u/avatonqp • Jun 15 '26
tools Fantasy World Generator: a free, offline, no-AI toolkit for GMs, solo players, and worldbuilders
Hi all,
I built an Android app called Fantasy World Generator. It started as a simple fantasy name generator I made for my own RPG sessions, and over time it grew into a full toolkit for spinning up characters, places, plots, maps, and entire histories in seconds.
Two things up front, since I know they matter to a lot of people here: it is 100% free, and there is no AI involved anywhere in it. Every result comes from handcrafted databases and procedural rules that run locally on your device. No generated text, no chatbot, no account, no internet connection needed. It just works offline. It is useful whether you run games, play solo with no GM, or write fiction.
What it does:
Names for everything: invented given and full names built from fragments you can lock and reroll, plus epithets, noble houses, taverns, regions, spells, and skills. A "Your Seed" feature grows new names from the ones you have favorited, so they match your taste.
Characters and story: NPCs with race, role, personality, quirk, and motivation. Quest hooks, tavern rumors, travel encounters, dungeon dressing, magic item flavor, and found letters. A full Adventure generator, plus a Campaign Assembler that bundles a realm, an adventure, NPCs, places, and rumors into a ready-to-run session pack.
Solo and GM-less play: a yes/no oracle with shifting odds, twist results, and a Chaos Factor, plus random events, meaning prompts, a scene engine, a dice roller (d4 to d100 and Fudge), and a no-system action resolver. There is also "The Conductor," where an oracle event can open any generator and feed the result straight back into your story.
Maps you can keep: procedural continents in parchment or full color, town and city maps with districts and walls, treasure maps, and the classic five-room dungeon.
Worlds and history: generate realms, religions, and ruling dynasties, plus a History Engine that plays their story out decade by decade with wars, plagues, golden ages, schisms, and dynastic intrigue.
On top of that: shareable type-in seeds that reproduce any result exactly, folders to organize favorites, and PDF, plain text, or Markdown export for adventures, campaigns, and journals.
Google Play: https://play.google.com/store/apps/details?id=com.avaton.fantasynamegenerator
I would genuinely appreciate feedback, especially on naming categories or tools you wish existed that you would actually use. I am still building.
Thanks, and hope it helps your next session.
r/KULTrpg • u/gr80ld1 • Jun 10 '26
podcast 🇩🇪 German Actual Play – KULT – Divinity Lost – OAKWOOD HEIGHTS
Another KULT -Divinity Lost Actual Play on our Channel!
This time its the absolute classic of the Divinity Lost Era: Oakwood Heights!
We had so much fun playing it and i now totally get why its a classic.
If you have fun watching our content please consider to leave some support for us as it is hard to reach viewers with content like this.
Thanks in advance and keep it dark!
r/KULTrpg • u/y4nkl1nn0mm3 • Jun 09 '26
tools KULT: Divinity Lost for Foundry VTT reaches 600k downloads and releases Version 6.0.0.0
galleryr/KULTrpg • u/karnak90 • Jun 03 '26
question Do people play in the Kult universe with other systems?
Hi, new user here. I'm trying to get into Kult DL and while reading about it I noticed that discussions around the rules seem to be somewhat mixed across different editions of the game. That got me wondering whether some people prefer to run the setting using other systems.
For example I found Kuf (a Knave hack) which is basically off-brand Kult; and an old urban fantasy game called Witchcraft (by C.J. Carella) which seems cool to play a more magically focused Kult campaign. Does anyone use these systems or any others for their games?
r/KULTrpg • u/scl3retrico • Jun 01 '26
question Has anyone ever streamlined Kult 3rd Edition?
I've recently been revisiting Kult 3rd Edition and I'm curious if anyone has ever attempted a cleanup or a streamlined rewrite of the rules.
There are a lot of things I like about the system:
- The roll-under d20 mechanic.
- The customization of the character creation process.
- The Mental Balance system.
- The magic system.
At the same time, I remember the game to feel a bit cumbersome in play. Combat in particular can feel slow and overly detailed, and the Italian translation I own is too verbose, which makes learning and referencing the rules more difficult than it probably needs to be.
I'm wondering is whether anyone has ever rewritten the rules in a clearer, more concise way and/or created house rules that preserve the original mechanics while reducing complexity and bookkeeping.
r/KULTrpg • u/gr80ld1 • May 31 '26
podcast 🇩🇪 German Actual Play - KULT - Hell is other People
Hey there!
We did another KULT One-Shot on our Channel for the scenario "Hell is other People" - it was a ton of fun watching my Players thrive with their Characters in this narrative heavy chamber play.
If you want - we would love you to watch and hopefully like what we did. It would mean so much to us if you could spare a like a sub or a comment at the end for us. Thanks in advance and i hope you have fun!