KULT: Divinity Lost
Fourth EditionCore Mechanic
When a player Move calls for a roll, roll 2d10 and apply its listed modifiers. A total of 15 or more is a complete success. A result of 10–14 succeeds with complications. A result of 9 or less lets the GM make a Move. The GM never rolls dice.
Best For
Groups seeking adult occult horror where personal secrets drive investigations and dangerous confrontations. It suits tables willing to establish explicit boundaries and develop a campaign around their characters.
Highlights
Dark Secrets feed the GM's Intrigue Map, turning character histories into connected campaign threats. Stability makes horror exposure create lasting vulnerabilities to further supernatural pressure. Dramatic Hooks reward players for bringing their requested character scenes into play.
Considerations
The game addresses sexual violence and torture, requiring agreement on boundaries before play. The GM develops the Intrigue Map between sessions as threats react to the characters. Optional Enlightened characters introduce supernatural abilities that change the balance of ordinary human horror.
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.
An unofficial-content notice is required. Commercial work requires a separate agreement with Helmgast, apart from the policy's limited advertising-revenue exception. The policy is revocable and excludes earlier KULT editions.