KULT: Divinity Lost
Fourth EditionCore Mechanic
When a Move triggers, roll 2d10 plus the named Attribute. A total of 15 or more is a complete success, 10–14 succeeds with complications, and 9 or less lets the GM make a Move. The GM never rolls dice.
Best For
Groups seeking adult modern occult horror where personal secrets drive investigation and dangerous confrontations. It suits a GM ready to build evolving threats and a table committed to explicit boundaries.
Highlights
Dark Secrets link each character's traumatic or occult past to the GM's Intrigue Map, turning backstory into campaign pressure. Stability turns horror exposure into persistent conditions, culminating in a powerful GM Move when a character is Broken. Threat write-ups and milestone procedures give the GM a concrete engine for escalating a conspiracy.
Considerations
The game deliberately addresses sexual violence, torture, and psychological harm, so a group should agree on boundaries before play. Campaign play asks the GM to tie each character's history into an Intrigue Map and keep it developing between sessions. The extensive cosmology and the optional rules for magic and Enlightened characters create a large reference load.
Third-Party Publishing
Unofficial KULT: Divinity Lost roleplaying-game fan content may use trademarks, character names, game mechanics, and other game elements when shared free. Copying book text, illustrations, or graphic design is excluded.
Commercial work requires a separate agreement with Helmgast. The policy is revocable and does not cover earlier KULT editions.