Kampanjer och äventyr vi spelat i Kult: Divinity Lost eller tidigare verisoner av spelet.
- Crowns Nyckel
- Family ties
- Medskogssjön 1976
- Blodsband – Schaeffers Manor
- Little Odessa
- Hudiksvall Chronicles – Akt 1, Död mans klagan
- Hudiksvall Chronicles – Akt 2, Igg (Oakwood Heights)
- Hudiksvall Chronicles – Akt 3, Norr ifrån muren
- Hudiksvall Chronicles – Akt 4, Årsringar
Regler
Regelsammanfattning och husregler till Kult: Divinty Lost
Rollformulär
Finns att ladda ner i Pdf-format här.
Attributes
There are ten Attributes, each with associated Moves. The Attributes modify the die rolls of player Moves and Advantages. Attributes and their Moves are either passive (triggered automatically when conditions are met) or active (triggered by a character taking a certain action).
Passive Attributes
When creating the PC, the player distributes adjustment values of +2, +1, and 0 across the passive Attributes. There are three passive Attributes: Fortitude, Willpower, and Reflexes.
Active Attributes
When creating the PC, the player distributes adjustment values of +3, +2, +1, +1, 0, −1, and −2 across the active Attributes. There are seven active Attributes: Reason, Intuition, Perception, Coolness, Violence, Charisma, and Soul.
Moves
Player Moves are Moves available to all PCs. When a character
executes an action in the story triggering a Move, their player
rolls two ten-sided dice and references the Move’s instructions
to determine what happens, depending on the roll’s
outcome. The gamemaster (GM) describes this outcome in
the story, and in some cases make her own follow-up Moves.
Archetypes
De olika spelar-arketyper som finns i spelet, samt såna som vi tagit fram själva och hittat på andra sidor.
- The Academic
- The Agent
- The Artist
- The Avenger
- The Broken
- The Careerist
- The Criminal
- The Cursed
- The Deceiver
- The Descendant
- The Detective
- The Doll
- The Drifter
- The Fixer
- The Occultist
- The Prophet
- The Ronin
- The Scientist
- The Seeker
- The Veteran
- The Sleeper