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Kult: Beyond the Veil

‹Kult: Beyond the Veil›

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TytułKult: Beyond the Veil
Data produkcjistyczeń 2004
Wydawca 7th Circle Publishing
ISBN-100971860513
Info304s.
Cena$35,–
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Opis wydawcy
Reality, as we know it, is a lie. An Illusion created to keep humanity at bay and prevent out Awakening. Behind its facade, something vaster and darker awaits. The True Reality, where Heaven and Hell fight to replace a vanished god that may be dead. Humans are pulled into that struggle as the Illusion crumbles, weakened by Time and lost faith. More and more people gain the ability to see beyond the Illusion and start disbelieving old truths. The laws of nature prove to be weaker than what we once thought. Magic is a reality. And nothing really what it seems to be.
Kult is a contemporary fiction universe, set in the world of large, dark, industrial cities. It is a world where human wickedness is mingled with terrors from other parts of a true, unseen reality. Under the surface, primitive passions still held at bay by the morality of past civilizations grow and fester until they erupt in sick perversions. Occult teachings can be used to establish openings into different worlds, and tap power from the unknown. Bet few if any human know anything about the powers they conjure up. Sooner or later, they are all consumed by demons they cannot control.
Kult is a complete role-playing system written in three detailed sections:
The Lie: This section helps players create detailed and unique characters with the use of advantages, disadvantages, dark secrets, and plenty of skills. Players are provided archetypes and simplifies creation system as well, so they can jump right into the game with little effort. And efficient resolution system along with a new, quick combat system helps Gamemaster run more enjoyable sessions with few interruptions.
The Rumors: With this section, Gamemasters can bring the real world to life with detailed chapters on dealing with accidents, time, and meeting with horrific events. They will discover suggestions on running adventures and campaigns, and create an atmosphere of horror. It also contains the entire Magic system and the Seven Occult Sciences.
The Truth: This section details the dark background of the world in which your players will live. Our jailers and their minions are detailed, as is their most dreaded power The Dark Art. Nothing is what it seems, and a hideous game is being played out just beyond our sight.
We end this book where you begin. An introduction adventure…
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