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Messages - Robin Liljenberg

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brainstorming & development / KULT: Divinity Lost - The Detective
« on: March 21, 2016, 04:05:05 AM »
Here is a preview of the archetype The Detective for KULT: Divinity Lost:

It shows some of my design of moves and hints how moves for disadvantages and dark secrets are used for creating drama and horror. Ask a lot of questions and I will try to answer them as fast as possible.

The Detective are an iconic archetype of Kult where the investigations often leads to the detectives own dark past and secrets best left forgotten.  The art are inspired by Hellblazer's John Constantine and Clive Barker's Harry D'Amour.

For more information on the design look here:

And for more information about the game look on the thread here:
Or on or trailer here:

You can be a part of the game on our kickstarter here:

/Robin Liljenberg

brainstorming & development / Re: KULT: Divinity Lost kickstarter!
« on: March 01, 2016, 12:04:06 PM »
...I have no idea what it plays like, except for the very brief mention that it's an AW-style mechanic ported from D6s to D10s, and that there are Sleeper/Awake/Enlightened character levels (which I like). Please do post here when the translations are ready!

Yeah, we have sent the archetype The Detective to our translator to be able to show you guys a archetype sheet before the kickstarter are finished.

The greatest reason for chanding the dices are the possibility to use higher scales. Sleepers and aware archetypes have a range in attributes between -2 and +4. Enlightened characters can progress to in two attributes to +5 if the player choose her improvements wisely.

Af friend of mine calculated and compared the probability of different outcomes between a 2d10 and 2d6. His results showed that 2d10:s has a more balanced curve with more even intervals.

Rolls in K:DL
(-9) = Failure
(10-14) = Success with a complication
(15+) = Complete success

Attribute: 2D10-2
2-9 = 55%
10-14 = 35%
15+ = 10%

2-9 = 45%
10-14 = 40%
15+ = 15%

2-9 = 36%
10-14 = 43%
15+ = 21%

2-9 = 28%
10-14 = 44%
15+ = 28%

2-9 = 21%
10-14 = 43%
15+ = 36%

2-9 = 15%
10-14 = 40%
15+ = 45 %

2-9 = 10%
10-14 = 37%
15+ = 53%

2-9 = 6%
10-14 = 30%
15+ = 64%

Attribute:2D10+6 (only possible with modifiers)
2-9 = 3%
10-11 = 25 %
15+ = 72 %

Attribute:2D10+7 (only possible with modifiers)
2-9 = 1%
10-14 = 20%
15+ = 79%

His calculations for 2d6 was this:

2-6 = 72%    
7-9 = 25%   
10+ = 3%   

2-6 = 58%   
7-9 = 34%   
10+ = 8%   

2-6 = 42%   
7-9 = 42%   
10+ = 16%   

2-6 = 28%   
7-9 = 44%   
10+ = 28%   

2-6 = 17%   
7-9 = 42%   
10+ = 41%   

2-6 = 8%   
7-9 = 32%   
10+ = 60%   

2-6 = 3%   
7-9 = 24%   
10+ = 73%

brainstorming & development / KULT: Divinity Lost kickstarter!
« on: February 28, 2016, 01:24:55 PM »
This topic was originally posted in the wrong forum (Blood & Guts) so I created this again here and deleted the old thread.

Hi, everyone!

Now the kickstarter for my game KULT: Divinity Lost have started. You can check it out here: and find more info here:

KULT: Divinity Lost are the full fledged RPG that crawl out of the carcass of my AW hack KULT: Prisoners of the Illusion. I have made a lot of changes over the years but I have worked hard to stay true to the philosophy of the Apocalypse World engine. It means that you have a lot of tools to create awesome horror stories without premade adventures or campaigns.

KULT: Divinity Lost is a horror RPG where the world is an prison created to capture the humanity by a creature called The Demiurge. Before the prison were created we were cruel godlike beings but now we are blind and helpless. Our old slaves and enemies use our prison to revenge our crimes but are at the same time terrified that the humans will break free.  The Demiurge disappeared in the beginning of the 20th Century and since then the Illusion that holds humanity captured have weakened. Some of the humans have started to see Truth. The characters you play are some of this blessed (or cursed) people.

KULT: Divinity Lost are inspired by and promotes stories like the Silent Hill-series, Hellraiser (and more of Clive Barkers fiction), Inception, Neil Gaimans Neverwhere, Mark Z. Danielewskis' House of Leaves, Jacob's ladder, Event Horizon, The Shining, Dark Souls and mutch more. Some ordinary ingredients in KULT stories are antiheroes with dark pasts, conspiracies, other dimensions, questioning reality, horrible but intriguing creatures, demonic pacts, magic, gore, exploring taboo subjects, forgotten gods, twisted angels, alluring demons, myths, dark artefacts (puzzel boxes...), purgatories, hell and urban legends.

KULT is played in different modes depending on how mutch insight the characters have gained in the Truth. We have three different type of archetypes (playbooks) that the characters progress between as they get more illuminated.
The Sleepers are characters that live in a Instagram/Facebook/TV/porn/shopping-dream of reality. They won't even see the Illusion they live in. So, normal 21th century people! This characters are going to have a shitty wakeup. Examples in fiction could be Wendy (Jacks wife in The Shining) or Richard Mayhew in Neverwhere.
The Aware are characters that are aware of that something is wrong with the world. They have started to see the Truth and confront their own deamons. Aware characters lock up advantages that give them talents and powers like the playbook moves in AW. Examples from fiction could be Heather in Silent Hill 3 or Alan Wake (in Alan Wake!!!).
The Enlightened are characters that are experienced with the supernatural and have started to fight for their own causes. They have powerful supernatural abilities and knowledge about the true Reality. Examples from fiction could be John Constantine in Hellblazer (comic book), Jesse Custer in Preacher (comic book) or Door in Neverwhere.

The original KULT were released in Sweden 1991 and have since then been published all over Europe, North America , South America and even spread to Asia. Hopefully the game are played in Africa to.

I would love to show you some preview of archetypes (playbooks) before the kickstarter ends. But it all depends on our translator.  In worst case scenario I will make som shitty translations myself just to show you something.

Dear regards

Robin Liljenberg
Headwriter & designer of KULT: Divinity Lost

blood & guts / Re: KULT Divinity Lost
« on: August 07, 2015, 04:40:45 AM »
Check out  the Facebook page for coming previews. For practical reasons I write in swedish and use an professional translator so the english material take a little more time to finish.


blood & guts / Re: KULT Divinity Lost
« on: June 11, 2015, 07:20:11 AM »
I almost forgot. We will post news about the new Kult on our Facebook site

blood & guts / KULT Divinity Lost
« on: June 11, 2015, 04:34:10 AM »
My KULT Death is only the beginning hack got so hacked that it transformed to a game. Apocalypse World will always be it's illigimate father.

Check here:

I noticed that most of the links are broken. My Dropbox fucked up a while ago and emptied itself of files...

Here are som new links to the latest playbooks for Prisoners of the Illusion. They are still in swedish but I promise that I someday will translate them.

The Playbooks

Moves, MC, Influences, Threats and Magic

Here are a preview from the second chapter in the swedish rulebook (To create a campaign).

/Robin Liljenberg

Dungeon World / Re: Barbarian?
« on: April 09, 2013, 01:53:11 PM »
The Warrior presented in the first issue of DW fanzine Grim Portents should work great for barbarians. Could be a alternative if you don't like The Barbarian.

You find the pdf here!

brainstorming & development / Re: KULT - Death is only the beginning Hack
« on: October 28, 2012, 05:55:53 PM »
In the revised rules of the KULT-hack there has been some mayor changes in the playbooks. One of them is that the Criminal and the Fixer have the possibility to have gangs like the Chopper and the Votary have advantages that gives her followers.

Instead of choosing two of six advantages every playbook let the player choose three of eight advantages. The playbooks have changed to be more Apocalypse World and the advantages are more unique for every playbook.

But before translation it to english I have to finish the hack in swedish.

For a glimpse on the revised playbooks in swedish you can check here!

If you wan't to see nice picture the swedish blog for the hack are here:

Apocalypse World / Re: Newbie creating her first fronts - help!
« on: August 26, 2012, 04:19:46 PM »
Try this:

Look at one of the threats. What scarcity describes it best? Are they envy fucks? Driven by the decay of the maelstrom? Desperation after something they need to survive?

Take a front trifold and write the scarcity and threat down.

Then look on your other threats. Do one or more fit with that scarcity? If they do write them down. Now you probably have 2-4 threats. It dosn't matter if the threats are allies, their effect are the important thing. All the threats will if they succeed result in strengthen the scarcity.

Think about what the result would be if these threats would succeed. Write it down as the fronts dark future/agenda.

Think about things or people (like characters and people they need or care about) that could be affected by the fronts threats. Write down some of the possible results as stake questions. "Will The Meat Faces plunder Tum Tums farm?" "Are the water caravans going to stop?"

Write down people involved in or directly affected by the front. You now have the fronts cast.

Flesh out your threats by describing them. Maybe give them custom moves. "When you meet The Meat Faces you act under fire and the fire are fear." If you have a idea you can make countdown clocks (steps for the threat to get what it wants).

Finished? Start the process again until you can't connect your threats with scarcitys. Place the leftovers in the home front.

Ok. I will do that! :)

Sorry for the late answer... :)

The reason I haven't translated the hack yet is that I'm still working on it. The goal is to make a layouted book with rules, world and cool pictures in Swedish. After it are finished it would be nice to make an english version to.

I'm happy to see that you liked my Hx-move. It's inspired by The Skinner move Hypnotic and designed to force players to make drama. The move could probably be used for Apocalypse World to if you want to. :)

The disadvantages in KULT Prisoners of the Illusion are under work. Some work great in play and have been redesigned under playtesting.

The latest version of the hack have a new deadlier harm-system with a harm move instead of a harm clock. Backgrounds have been forfitted for more Advantages (playbook moves) and Disadvantages are being reworked.

Here are an picture from the hack made by Petter Nallo (swedish rolepaying game designer, KULT Prisoners of the Illusion playtester and illustrator):

brainstorming & development / KULT - Death is only the beginning Hack
« on: April 13, 2012, 04:25:37 AM »
This is my swedish hack: KULT - Prisoners of the Illusion, an hybrid of the horror game KULT - Death is only the beginning and Apocalypse World.

So far the hack is only in swedish, but if there are interest it may be possible to translate it to an comprehensible english.

Download pdf-documents by clicking on the titles.

KULT Prisoners of the Illusion -  Playbooks
There are 10 playbooks based on the arketypes in Kult - Death is only the beginning:
Artisten - The Artist
Brottslingen - The Criminal
Detektiven - The Detective
Fixaren - The Fixer
Företagsmannen - The Corporate Man
Gudstjänaren - The Votary
Hämnaren - The Revenger
Studenten - The Scholar
Vetenskapsmannen - The Scientist
Veteranen - The Veteran

There are 5 attributes:
Kyla - Cold
Hårdhet - Hard
Hetta - Hot
Skärpa - Sharp
Galenskap - Madness

Cold, Hard, Hot and Sharp works like in Apocalypse World.

Madness are a little bit special though. The characters value in Madness depends on how many Weaknesses the player choose for her character in the creation of the character. Madness does also activate many Weaknesses and a high value means that the character probably will be more influenced by her insanity in the fiction. The upside of a high value in Madness is that the character will have a higher insight in the Reality of KULTs dark world and that many Advantages are rolled with Madness. The player stands before a hard choice: shall I get a high Madness and be really crazy or a low Madness and being ignorant of the truth of KULTs reality?

KULT Prisoners of the Illusion - Moves
In KULT - Prisoners of the Illusion Open your brain has been transformed to the advantage Clairvoyance and two new moves has been made available for all playbooks.
Investigate let the characters investigate places, information and objects.
Se through the Illusion are rolled for when the character are experiencing chock, trauma or the supernatural. A sucessful roll means that the character see the dark Reality of KULT and a missed roll means that the character ignore the truth and see the Illusion.

KULT Prisoners of the Illusion - The GM

KULT Prisoners of the Illusion - Fronts
Fronts in KULT - Prisoners of the Illusion are influenced by angels of death instead of fundamental scarcities.
Thaumiel - pride, arrogance, hubris
Gamaliel - greed, corruption, possessiveness
Chagidiel - perversion, passion, lust, desire
Hareb-Serap - envy, jealousy, rivalry
Gamichicoth - hunger, gluttony, thoughtlessness
Samael - wrath, revenge
Nahemoth - sloth, stupor, decay, ignorance
Sathariel - desperation, fear, despair

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