KULT LITE RULES (FINAL!)
Oct 22, 2018 13:51:43 GMT -8
Post by ◊◊BLOODBEASTER◊◊ on Oct 22, 2018 13:51:43 GMT -8
I hope this thread isn't too intimidating. It's the best I could do to condense a 400+ page sourcebook into something digestible. Mostly I'd like everyone to read the top section, the 'player moves' section can be on an as-we-go basis.
We may make appointments with you or others to roleplay conversations/combat in roll20. Here is our room: app.roll20.net/campaigns/details/3830795/oakwood-heights
✞✞✞ABOUT KULT LITE
To facilitate an easier time playing, I've simplified the rules for the Kult: Divinity Lost system. The original game is based on the Apocalypse World system, which is itself, a pretty simple system. There are 10 attributes, and associated 'moves' the player may do during play. For example 'endure injury' or 'investigate.' Rather than struggling with the system, I'd like everyone to feel a smooth sense of gameplay. Just think of what you'd like to do in the story without fussing about what the stats and dice rolls would be. If you'd like to let the dice decide, just ask. This will probably come up most when you are trying investigate or read a person.
If you're not too interested in system stuff, just play as is natural and I will ask you for the dice rolls as appropriate. If you like system stuff, there is more info at the bottom of the post... For now, the basics.
✞✞✞YOUR POSTS
For this game, I'd like to mix things up from what we normally do a bit...
I'd like you to put your character's avatar at the top of each post, so we can quickly see who is acting. I'd also like you to include your character's current STABILITY, to remind me, and yourself, how your character is doing. Like so...
(PIC)
Joe - (Uneasy)
Please use first person narrative. AKA "I do this and that" versus "(my character) does this and that." I will likewise use 2nd person back to you. "This or that happens to you."
For description and internal thoughts, you may keep using the 'CB' button to make them cornflower blue, but for actions, I'd like you to make them ORANGE using the new OR button. For example...
The rain splattered on the windshield, blurring the whole scene. Why of all days, did the clouds have to open up like this? I braced myself and opened the car door.
You don't need to do this for long stretches of descriptive text, this is mainly to help other players identify what actions you are taking, IE - entering a new room, approaching someone etc.
For dialog, it's our typical format. Write your character's name whenever she speaks, like so...
Joe-
"I say this..."
You don't need to paste your avatar each time you speak. Please put this dialog in blockquotes, using the BQ button.
(blockquote)
Joe-
"Like so."
(/blockquote) (with brackets instead of parentheses)
✞✞✞ROLLING DICE
I've just installed a brand new dice rolling plugin to the forum, so you could be able to roll your dice right in your thread! To do so, simply say what you're rolling in double parentheses:
((I'd like to roll 'investigate.)) or ((Rolling investigate...))
I may prompt you for a roll, such as
"Roll 'Keep it Together' - (2d10+ willpower.)"
Then just enter [ roll] [ roll] +(whatever your modifier is based on your stats.)
(Take the spaces out of the brackets...)
You will end up with something like...
((Rolling Keep it Together))
cEg74VFb + 2
You may take as much, or as little initiative as you like. If you're asking to roll investigate, you may go ahead and roll it on your own, and see that you get to 'ask one question,' then post the question you want to ask. You could also let me help you, if you don't mind waiting for the turnaround time.
Don't worry about rolling the wrong thing or messing it up. If you do so, or forget to roll, I will just roll for you. (Though you may not like my luck. )
See the bottom of the post for important player rolls.
✞✞✞THE STABILITY SYSTEM
Much like certain games 'sanity systems', Kult has its own variation. As you see terrifying or disturbing things, you will need to do a 'Keep it Together' roll to stay calm. If your character fails, she will become more stressed, less focused. Each 'stability point' you lose will take you from 'composed' to 'distressed' to 'broken,' and everything in between. If you're not familiar with sanity systems, think of it as like HP for your emotional state. It's easy enough to recover from-- remove yourself from the frightening situation and take some time to relax. But will you get that time?
The basic track of stability is as follows. These can be flavored however you like. Maybe your hard-bitten veteran wouldn't get 'shaken', rather, 'irritated.' Maybe your character would get sad instead of scared. It's up to you how to play it. Maybe your character would never show her emotions, but just feel that inner turmoil and be more quick to make rash decisions. In order to keep track of your stability, I'd like you to include it at the top of your posts as previously stated.
Composed (0) | No adjustment |
•Uneasy (1) •Unfocused (2) | Moderate Stress: -1 to disadv rolls |
•Shaken (3) •Distressed (4) •Neurotic (5) | Serious Stress: -1 Keep it Together -2 to disadv rolls |
•Anxious (6) •Irrational (7) •Unhinged (8) | Critical Stress: -2 Keep it Together -3 to disadv rolls +1 to See Through the Illusion |
•Broken (9) | GM Move |
✞✞✞PLAYER MOVES
REACTIVE MOVES-- (Moves related to outside stimulus, dodging, enduring etc.)
✞ Keep it Together
#1 for Kult, this is the 'don't wig out' skill. On failure, you lose 'stability' aka the less ableist version of 'sanity points.' They are recoverable, but slowly and only through removing yourself from whatever situation creeped you out. You only need to roll this when I call for it.
When you exercise self-control to keep from succumbing to stress, traumatic experiences, psychic influence, or supernatural forces, roll +Willpower.
◦ (15+) You grit your teeth and stay the course without undue influence.
◦ (10–14) The effort to resist instills a condition which remains with you until you have had time to recuperate.
Choose one:
†††You become angry (−1 Stability)
†††You become sad (−1 Stability)
†††You become scared (−1 Stability)
†††You become guilt-ridden (−1 Stability)
†††You become obsessed (+1 Relation to whatever caused the condition)
†††You become distracted (−2 in situations where the condition will limit you)
†††You will be haunted by the experience at a later time
†††You get −1 in situations where this condition would be a hindrance to you.
◦ (−9) The strain is too much for your mind to handle. The GM chooses your reaction:
†††Cower powerless in the threat’s presence, panic with no control of your actions
†††Suffer emotional trauma (−2 Stability)
†††Suffer life changing trauma (−4 Stability).
✞ Rationalize
My personal addition! Normally, after you tried to 'keep it together,' nothing further would happen. With this roll, your character can come to terms with what they experienced. "Oh, I mis-saw that." "Must be having a stroke..." Even if you failed your keep it together roll, you can get 1 stability point back if you succeed with this roll. However, the reverse is true. If you weren't that bothered, but failed your following rationalize roll, you may still be nagged by the mystery of what you witnessed and thereby lose a stability point after all. And if you lose both rolls, well...
If your highly rational character is trying to come to grips with the supernatural, this roll may hamper their ability to not just write it all off as neurological screw-ups.
After any KiT roll involving the supernatural, roll +reason.
◦ (15+) You invent a logical explanation for what you experienced. 'I'm having a stroke' etc. Regain any lost stability point from previous KiT roll.
◦ (10–14) You come up with a reason, but it's unsatisfying somehow. If you think back on this event, it will bother you. Do not regain any lost stability points.
◦ You can't come to terms with what you saw. Lose 1 stability point and you become obsessed with the incident until you solve its mystery.
✞ See through the Illusion
◦ (15+) You perceive things as they truly are.
◦ (10–14 ) You see Reality, but you also affect the Illusion.
The GM chooses one:
††† Something senses you
††† The Illusions tears
◦ (−9) The GM explains what you see and makes a hard or soft move.
✞ Avoid Harm
When you dodge, parry, or block harm, roll +Reflexes.
◦ (15+) You emerge completely unharmed.
◦ (10–14) You avoid the worst of it, but the GM decides if you end up in a bad spot, lose an item,
or partially sustain harm.
◦ (−9) You were too slow to react or you made a bad judgment call. Perhaps you didn’t avoid any harm at all, or you ended up in an even worse spot than before. The GM makes a hard or soft move.
✞ Act under pressure
◦ (15+) You do it.
◦ (10–14) You do it, but hesitate, are delayed, or must deal with a complication – the GM reveals an unexpected outcome, a high price, or a difficult choice.
◦ (−9) There are consequences, you make a mistake, or you’re exposed to the danger. The GM makes a hard or soft move.
ACTIVE MOVES -- When your character investigates or acts. The 'questions' are not literally asked, but the kind of thing you'd discover through your observations.
✞ Investigate
◦ (15+) Ask 2 questions.
◦ (10–14) Ask 1 question, but the information comes with a cost determined by the GM: you need someone or something to get the answer, you expose yourself to danger, or you must expend time or resources.
◦ (−9) You may ask one question anyway but you expose yourself to unexpected dangers or costs.
The GM makes a hard or soft move.
Questions:
††† How can I find out more about what I’m investigating?
††† What is my gut feeling about what I’m investigating?
††† Is there anything weird about what I’m investigating?
✞ Observe a situation
◦ (15+) Ask 2 questions.
◦ (10–14) Ask 1 question.
◦ (−9) you get to ask a question anyway but you attract unwanted attention or expose yourself to danger.
The GM makes a hard or soft move.
Questions:
††† What is my best way through this?
††† What here poses the biggest threat?
††† What can I use to my advantage?
††† What should I be on the lookout for?
††† What is being hidden from me?
††† What seems strange about this?
✞ Read a person
When you Read a Person roll +Intuition. On a success you may ask the GM/player questions about their character anytime during this scene while in conversation with their character.
◦ (15+) Ask 2 questions.
◦ (10–14) Ask 1 question.
◦ (−9) You accidentally reveal your own intentions to the person you’re trying to read. Tell the GM/player what these intentions are.
The GM makes a hard or soft move.
Questions:
††† Are you lying?
††† How do you feel right now?
††† What are you about to do?
††† What do you wish I would do?
††† How could I get you to… ?
✞ Influence other
When you influence an NPC through negotiation, argument, or from a position of power roll +Charisma.
◦ (15+) She does what you ask
◦ (10–14) She does what you ask, but the GM chooses one:
††† She demands better compensation
††† A complication will arise at a future time
††† She gives in for the moment, but will change her mind and regret it later
◦ (−9) Your attempt has unintended repercussions.
The GM makes a hard or soft move.
When you influence a player character roll +Charisma.
◦ (15+) Both:
◦ (10–14) Choose one:
††† She’s motivated to do what you ask, and gets +1 for her next roll if she does it
††† She’s worried what might happen if she doesn’t do what you ask, and gets −1 Stability if she doesn’t do it
◦ (−9) The character gets +1 on her next roll against you.
The GM makes a hard or soft move.
No matter the outcome it is always the player character’s option whether to do as you ask or not.
✞ Engage in Combat
When you engage an able opponent in combat explain how and roll +Violence.
◦ (15+) You inflict damage to your opponent and avoid counterattacks.
◦ (10–14) You inflict damage, but at a cost.
The GM chooses one:
††† You’re subjected to a counterattack.
††† You do less damage than intended.
††† You lose something important.
††† You expend all your ammo.
††† You’re beset by a new threat.
††† You’ll be in trouble later on.
◦ (−9) Your attack didn’t go as anticipated. You might be subjected to bad luck, miss your target, or pay a high price for your assault.
The GM makes a hard or soft move.
SUPPORT MOVES - Moves to boost other rolls.
✞ Helping or hindering
When you help or hinder another player character’s move, explain how before their roll and roll +attribute, where the attribute is the same as the other player is rolling.
◦ (15+) You may modify the subsequent roll by +2/−2.
◦ (10–14) You may modify the subsequent roll by +1/−1.
◦ (−9) Your interference has unintended consequences.
The GM makes a hard or soft move.
With the GM’s approval a player may make a case for a retroactive assist or hindrance after a roll is made, but in stressful situations this often results in a hard choice between two possible actions.
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