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Kult: Beyond Darkness and Madness (HC)
Kult: Beyond Darkness and Madness (HC)

Beyond Darkness and Madness is a 296-page hardcover Gamemaster sourcebook for KULT: Divinity Lost. This supplement outlines the Gamemaster’s overall responsibilities and provides them with tools for running effective gaming sessions and presenting horrifying narratives. Additionally, the source book provides inspiration for developing compelling narratives, intriguing characters, and personalized settings.

The book is divided into three distinct sections - Storytelling, Atmosphere, and Reflections. It is written by Jason Fryer, a veteran of KULT who wrote the Purgatory source book for KULT 2nd edition in 1996. He made his debut in KULT: Divinity Lost with the quickplay scenario The Atrocity Exhibition. Additional writers include Jacqueline Bryk, Alex Obernigg, and Petter Nallo.

Part One - Storytelling discusses the various aspects and levels of plot-building, maintaining narratives at and away from the table, and upholding the game’s Agenda, Principles, Fiction, and Moves throughout the process. Additionally, techniques for utilizing and expanding the Intrigue Map, Downtime, and the Horror Contract are provided, including how to create compelling events, characters, and settings.

Part Two - Atmosphere provides an in-depth examination of various horror themes and milieus, and inspiration and techniques for utilizing them to enhance the storytelling experience. Specifically, chapters in this section explore the different aspects of body horror, extreme horror, existential dread, trauma, and the sublime.

Part Three - Reflections provides variant settings for the KULT mythos, allowing for more personalized and divergent stories. By utilizing the techniques and tools presented here, the Gamemaster can create scenarios and campaigns tailored to genres such as action horror, Asian horror, magical realism, survival horror, and the uncanny.

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55.20 €
Kult: Black Madonna (HC)
Kult: Black Madonna (HC)

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The Black Madonna is a legendary KULT campaign previously unreleased outside of Sweden and France. Its six separate episodes lead the player characters into a haunting adventure connected to the Death Angel Chagidiel and the Archon Binah, and their servants.

Taking place in 1991 and set in a recently reunified Germany, the journey will lead the player characters into a Soviet Union on the brink of collapse, to unlock the mystery of what actually happened in Leningrad during World War 2. During the campaign, they will be taken to a world of dark dreams, and venture into the depths of Inferno, trying to save themselves.

The Black Madonna is written for KULT: Divinity Lost and has been updated with a completely new chapter describing the world of 1991 and new rules for creating characters connected to the setting and story.

"When the new year’s eve of 1941 shifts to 1942, all the candles extinguish in the churches of Leningrad. The Saint’s faces turn to black. The fabric of reality tears. When morning comes, twenty priests are found dead by their own hands.

A silent girl with many secrets is found in a closed off basement. No one knows who she is or where she lives. With no other options available, she is taken to an orphanage where nothing is as it seems.

The same cold winter night, Dimi, an old icon painter, meets a strange woman on his way home. She reveals her face to him and gives him a command, then walks away. Back in his small apartment, he immediately starts painting a new icon. An icon depicting a Black Madonna."

Hardcover Full-length Campaign book
168 pages

Mature Warning: contains graphic and written content of a mature nature, including violence, sexual themes, and strong language. Reader discretion is advised.

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54.00 €
Kult: Divinity Lost (HC)
Kult: Divinity Lost (HC)

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Lue lisää täältä

KULT: DIVINITY LOST is a reboot of the highly acclaimed and infamous contemporary horror role-playing game “Kult”, originally released a quarter of a century ago, in 1991. This anniversary version of the game features a completely new rule-set, and the setting is updated to present day. Escape your nightmares, strike bargains with demons, and try to stay alive in a world full of pain, torture, and death.

In KULT: DIVINITY LOST, the world around us is a lie. Mankind is trapped in an Illusion. We do not see the great citadels of Metropolis towering over our highest skyscrapers. We do not hear the screams from the cellar where hidden stairs take us to Inferno. We do not smell the blood and burnt flesh from those sacrificed to long forgotten Gods. But some of us see glimpses from beyond the veil. We have this strange feeling that something is not right—the ramblings of a madman in the subway seems to carry a hidden message, and our reclusive neighbor doesn’t appear to be completely human. By slowly discovering the truth about our prison, our captors and our hidden pasts, we can finally awaken from our induced sleep and take control of our destiny.

The number one goal of KULT: DIVINITY LOST is to wake this universe up from its slumber and give it back to you, old and new Kultists, with all the love, respect, and twisted imagination you could hope for! We think we have an awesome game and we want to share it with you.

The most important philosophy of KULT: DIVINITY LOST is to have context, to have rules and background materials about the world that supports playing stories deeply seated in the vast and complex KULT universe.

This can be summarized in five statements:
* The game must support the Players creating interesting and unique characters.
* The game must support the Narrator creating terrifying horror stories.
* The game must support stories of characters that see through the Lie and therefore are cursed (or blessed) by slowly Awakening.
* The game must support stories with multiple dimensions and entities: make them intelligible and horrifying for the players, and manageable for the narrator.
* The game must support suspense, drama, and action, without breaking the flow or immersion of the story.

RULES
When playing KULT: DIVINITY LOST, we want the rules to fade into the background. The number one rule during development is that all rules must support the ongoing immersive story, instead of breaking the flow or draw attention away from the story. The Players should focus on playing their characters while the Narrator uses the rules as tools to advance and enhance the story. When dice are rolled, the resolution should be quick and something is always happening! The story moves forward. The result can create good or bad outcomes, but it will always be something exciting that pushes the story and forces the characters to make fast and tough choices!

In KULT: DIVINITY LOST, when you do something, you roll two ten-sided dice and add the results (2D10+X).

The result explain what happens if the player roll a complete success (sum of 15 or higher), a success with a complication (sum between 10 to 14), or fails the roll (sum of or below 9). Based on the result the Player and/or the Narrator get to make choices, and the Narrator eventually describes the end outcome in the story context and how it affects the characters. (Interestingly, failing a roll, doesn’t always equal failing at a task in-game. It will however always be something interesting (and often horrific) happening.)

STORIES
KULT: DIVINITY LOST has rules that support for playing both prepared and unprepared stories ("scenarios"). If you dare to tread the dark universe of KULT without any prior knowledge of what will happen before play, the rules will give you extensive tools for the creation of creepy, bloody, and agonizing stories as they develop. If you want to prepare the stories before play, with pre-made characters, scenes, story arcs, plot twists, etc, the tools for unprepared stories will still be very useful for inspiration, improvised events, and for making the universe seem real.

Hardcover Core Rules book
384 pages

      loppu varastosta
81.60 €
Kult: Divinity Lost, Bible Edition (HC)
Kult: Divinity Lost, Bible Edition (HC)

The Bible Edition (2nd version) is a “pocket version” of the KULT: Divinity Lost Core Rules, in an all-text version. The book is in the same physical format as a typical bible. The 2nd version of the Bible Edition features a black cloth cover, with gold foil print on top, and two color print inside with blood red headlines, making them clearer and more visible than the 1st version of the Bible Edition. Just as with the 1st version, the edges of the pages are gold coloured.

ABOUT KULT

“We live in a world where the sun has set.”
KULT: Divinity Lost is a reboot of the highly acclaimed and infamous contemporary horror role-playing game “Kult”, originally released in 1991. This, the 4th edition of Kult, features a completely new rule-set, and the setting is updated to present day. Escape your nightmares, strike bargains with demons, and try to stay alive in a world full of pain, torture, and death.

In KULT: Divinity Lost, the world around us is a lie. Mankind is trapped in an Illusion. We do not see the great citadels of Metropolis towering over our highest skyscrapers. We do not hear the screams from the forgotten cellar where hidden stairs take us to Inferno. We do not smell the blood and burnt flesh from those sacrificed to long forgotten Gods. But some of us see glimpses from beyond the veil. We have this strange feeling that something is not right—the ramblings of a madman in the subway seems to carry a hidden message, and, when thinking about it, our reclusive neighbor doesn’t appear to be completely human when we pass in the hallway. By slowly discovering the truth about our prison, our captors, and our hidden pasts, we can finally awaken from our induced sleep and take control of our destiny.

KULT: DIVINITY LOST is a reboot of the highly acclaimed and infamous contemporary horror role-playing game “Kult”, originally released a quarter of a century ago, in 1991. This anniversary version of the game features a completely new rule-set, and the setting is updated to present day. Escape your nightmares, strike bargains with demons, and try to stay alive in a world full of pain, torture, and death.

In KULT: DIVINITY LOST, the world around us is a lie. Mankind is trapped in an Illusion. We do not see the great citadels of Metropolis towering over our highest skyscrapers. We do not hear the screams from the cellar where hidden stairs take us to Inferno. We do not smell the blood and burnt flesh from those sacrificed to long forgotten Gods. But some of us see glimpses from beyond the veil. We have this strange feeling that something is not right—the ramblings of a madman in the subway seems to carry a hidden message, and our reclusive neighbor doesn’t appear to be completely human. By slowly discovering the truth about our prison, our captors and our hidden pasts, we can finally awaken from our induced sleep and take control of our destiny.

The number one goal of KULT: DIVINITY LOST is to wake this universe up from its slumber and give it back to you, old and new Kultists, with all the love, respect, and twisted imagination you could hope for! We think we have an awesome game and we want to share it with you.

The most important philosophy of KULT: DIVINITY LOST is to have context, to have rules and background materials about the world that supports playing stories deeply seated in the vast and complex KULT universe.

This can be summarized in five statements:
* The game must support the Players creating interesting and unique characters.
* The game must support the Narrator creating terrifying horror stories.
* The game must support stories of characters that see through the Lie and therefore are cursed (or blessed) by slowly Awakening.
* The game must support stories with multiple dimensions and entities: make them intelligible and horrifying for the players, and manageable for the narrator.
* The game must support suspense, drama, and action, without breaking the flow or immersion of the story.

RULES
When playing KULT: DIVINITY LOST, we want the rules to fade into the background. The number one rule during development is that all rules must support the ongoing immersive story, instead of breaking the flow or draw attention away from the story. The Players should focus on playing their characters while the Narrator uses the rules as tools to advance and enhance the story. When dice are rolled, the resolution should be quick and something is always happening! The story moves forward. The result can create good or bad outcomes, but it will always be something exciting that pushes the story and forces the characters to make fast and tough choices!

In KULT: DIVINITY LOST, when you do something, you roll two ten-sided dice and add the results (2D10+X).

The result explain what happens if the player roll a complete success (sum of 15 or higher), a success with a complication (sum between 10 to 14), or fails the roll (sum of or below 9). Based on the result the Player and/or the Narrator get to make choices, and the Narrator eventually describes the end outcome in the story context and how it affects the characters. (Interestingly, failing a roll, doesn’t always equal failing at a task in-game. It will however always be something interesting (and often horrific) happening.)

STORIES
KULT: DIVINITY LOST has rules that support for playing both prepared and unprepared stories ("scenarios"). If you dare to tread the dark universe of KULT without any prior knowledge of what will happen before play, the rules will give you extensive tools for the creation of creepy, bloody, and agonizing stories as they develop. If you want to prepare the stories before play, with pre-made characters, scenes, story arcs, plot twists, etc, the tools for unprepared stories will still be very useful for inspiration, improvised events, and for making the universe seem real.

Note: THIS GAME EXPLORES MATURE THEMES. The content of this book explores psychological and body horror. There are explicit examples of physical and mental abuse, violence, sexual assault, religious exploitation, child abuse, mental illness, kidnapping and abduction, animal cruelty/death, pregnancy/childbirth, miscarriages/abortion, drug use, self-harm and suicide, blood, and death.

      loppu varastosta
52.60 €
Kult: Screams and Whispers (HC)
Kult: Screams and Whispers (HC)

Screams and Whispers is a 224-page hardcover scenario collection with six newly written scenarios. They follow a variation of themes and touch upon different genres of horror, all firmly rooted within the KULT mythos and setting.

It Started and Ended with Screams: The players are all teenagers that are sent to St. Jude’s Centre for Troubled Youths. Here, in this strict institution, where the windows are barred and the doors are locked they soon discover that this place has many secrets. This is a scenario based around human drama, systemic abuse and desperate pacts. It is written by Matthew Dawkins who also wrote The Summit for the previously released scenario collection Taroticum and Other Tales. He is perhaps mostly known for his many contributions to the World of Darkness setting but here he again embraces the KULT mythology in a very daring and intimate scenario.

Hell is Other People: Three people are riding in a limousine through a dark and nameless city. They are all going to the same place and as the ride goes on we learn more and more about their hidden secrets and the desperate desires and black envy they hold for each other. This is a short and unconventional scenario created by Anders Fager, a renowned Swedish horror writer, who among his award winning Lovecraft books, wrote the KULT: Divinity Lost novel For the Love of Goddess.

Downfall: When an aspiring writer goes missing, all that is left behind are unpaid bills, a locked suitcase, and a tattered yellow notebook. As fiction threatens to spill into the real world, his friends and relatives embark on an investigation to piece together a gruesome tale of self-discovery, enlightenment and passion. The newcomer M. Martial explores passion and grotesque body horror in the vein of early Cronenberg movies.

Judgment: A family tragedy plays out during an intense heat wave in Phoenix, Arizona. Here, wills and agendas clash in a scenario with TV-preachers, illegal abortion clinics, megachurches, betrayal, a Death Magician seeking revenge and layer upon layer of secrets! Written by established RPG author Matthew Sanderson who has contributed to titles for Call of Cthulhu and Vampire the Masquerade amongst others. Judgment is his KULT debut.

Seven Sisters: Set in Berlin 1945, and the second World War is soon at its end. The player characters are agents that are sent into a bombed out Berlin in the months before its fall to find a secret agent. In this time of extreme chaos and suffering the borders to Inferno are thin and servants of the Death Angel Thaumiel and enslaved angels have their own agendas which the players become entangled with. This scenario is written by the legendary first edition of KULT writers - Gunilla Jonsson and Michael Petersén. Here they return in full glory with a brand new scenario for KULT: Divinity Lost.

Desert Whispers: A long weekend in Juarez, Mexico. A swinging party where everything is free. In the cold night of the desert, who will save you from your excesses, or your host? The characters stumble upon a gathering of Jackals in this dark, and very intense, slasher tale. It is written by Topher Burke, a novelist and wordsmith currently stranded in the middle of the United States.

      loppu varastosta
44.90 €
Kult: Taroticum and Other Tales (HC)
Kult: Taroticum and Other Tales (HC)

Buy this game from Fantasiapelit and get a free PDF to accompany it!
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Taroticum and Other Tales contains seven stand-alone scenarios for KULT: Divinity Lost. They are set in different times and locations and explore different parts of the Kult mythos. The scenarios are all designed to be quick and easy to pick up and play.

Taroticum - Taroticum revolves around a deck of Tarot cards that has the power to manipulate the Illusion. Set in London in 1892 and in 1992, in Inferno, and close to Achlys where time has ceased to exist.

Oakwood Heights - November 2016. We follow a group of people from the Detroit DA’s office and the local Police Force partaking in a crime scene reconstruction. Soon we learn that everyone has a hidden agenda as the story unfolds.

La Cena - Miami 1973. The Cruz family is preparing a seven course dinner for their eldest son who is returning from Cuba with the last Freedom Flight. The city trembles in the summer heat and so are the tensions and hidden frustration in the Cruz family.

The Summit - The Monarch, a skyscraper existing in Elysium as well as in Inferno. A borderland of struggle and violence. Each floor is filled with gruesome scenes and madness and in the top floor the Architect of this mad construction awaits.

Island of the Dead - On the 12th of June 2013, flight DY13001 leaves Bangkok, Thailand. After just over an hour it crashes into the stormy sea. A few survivors drift ashore on a remote island. They have to adapt and survive in the strange jungle and try to get away before the island will devour them.

Laraine Estate - In the late summer of 2018, a famous youtuber and urban explorer goes missing while breaking into the Laraine Estate, an old mansion with a long history. Deep beneath the old mansion something lurks, and drives people into lust and perversions.

The Atrocity Exhibition - At an exclusive midnight showing at the Cecil Torne Art Centre in the autumn of 2017, the complete works of Guy Vaquelines entire Triumph De La Mort collection will be displayed. What no ones knows is that the paintings are infused with magic and bringing them together like this will have unexpected consequences.

222 pages

  !   tilattava tuote
54.00 €

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