Showing posts with label Kult. Show all posts
Showing posts with label Kult. Show all posts

Saturday, May 16, 2026

Morgan's Illusion Horror Community Con 2026 Excellent Adventures


I always thought that horror works better with fewer PCs as lone PCs are more isolated and tied into their own personal horror. But as a game, it's best to bounce off at least another PC. The great thing about this online convention is that there are games with fewer headcount than the standard 5 to 6 Players.

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May 15, Friday 10am-2pm

Midnight Descent
System: Kult Divinity Lost
GM: Bitburg_Chef (David)
2 Players: Warshtub (Simmons), Morgan Hua (Walker)

Content Warnings: Torture, Gore, Violence, Gaslighting, Paranoia, Suicide, Abuse, Religious Beliefs, Cults

You and your partner find yourselves as rookie police officers thrust into an eerie assignment. Due to some events you prefer to keep silent about in your first week of training, you’ve been delegated to take over the last shift at the soon-to-be-closed police precinct.

As you step into the dimly lit station, the air is thick with an otherworldly tension. The veteran officers have hastily left, leaving you alone with the weight of their unspoken fears. The flickering lights cast long shadows on the worn-out walls, and strange noises echo through the empty corridors.

Armed only with their rookie training and an uneasy alliance, you must confront the unknown. As the night progresses, you’ll grapple with your own fears, face darkness, and uncover the secrets hidden within the precinct’s haunted history. Your decisions will determine your survival and may unveil a deeper, cosmic truth that challenges the very fabric of your reality.

Players will receive a set of questions prior to the game to personalise their pre-generated characters.

Two rookie police officers stuck late night at the last shift of a shuttered police station. The new precinct is open and everyone's been notified of the change, but some people still show up at the police station, so we're there, just in case. Phone calls go to the new dispatch station, but some calls still get routed to the old station. The place has mostly been emptied out. Locals have already vandalized the station. Strange sounds and apparitions haunt the station.

I loved this. It's basically a haunted police station where the PCs are forced to stay inside.




May 15, Friday 4-8pm

Hope and Greed
System: Alien Evolved
GM: kasualkeith (Keith)
5 Players: Warshtub (Lingard - electrician), .MrSpikey (Almayer - mechanic), TeaCozy_53333 (Lakamba - Trucker), itsarbordayj (Willems - Croupier), Morgan Hua (Waite - Card Shark)

Content Warnings: Body Horror, Violent Death/Gore, Psychological Horror, Claustrophobia/Isolation, Themes of Exploitation

Life at Hadley’s Hope hasn’t been the paradise that Weyland-Yutani promised when you signed on the dotted line, but you still showed up and put in the work. W-Y found ways to take most of your paycheck back before you could spend it, let alone save it. But that’s about to change, as you and a couple like-minded colonists have hatched a plan to rob the Company-run casino. All you need to do is wait for the right time...

I personally wanted to come up with a way to tell other stories about Hadley's Hope, but one issue is how to have a cohesive group at the colony without PCs spread all over the place. This GM was able to come up with 3 scenarios. I played in this one. I had also wanted to try out the new Evolved edition.

The Evolved edition worked well with the Foundry VTT which took care of a lot of the extra die rolls needed for this edition. I still don't like the extra required rolls.

GM repurposed Hope's Last Day with 3 new scenarios. This scenario is about PCs planning a heist of the local casino. A nice way to tie random PCs to a group goal. I had a lot of fun. I got the full Alien experience.




May 16, Sat 10am-2pm

From the Womb
System: Kult Divinity Lost
GM: rocinante_on_focus (Robert / Roci)
3 Players: penny676 (Martin, Sandy - fails to get GPS signal), sam.ius (Sam, Bob - searching for something), Morgan Hua (Roy - trying to quit smoking)

Content Warnings: Harm to animals, harm to children, violence, gore, religion, natural disasters, torture, sexism.

Unsuspecting social workers are sent to investigate a girl’s mysterious absence from school. While they think they are following up on a simple truancy case, they find themselves cast in a decades-long family drama full of monsters both human and otherwise. Will they flee, or will they allow themselves to be drawn into the unmerciful truth?

Another great spooky game. This one was more investigative. GM did a great job juggling events, split parties, and our backstories.




May 16, Sat 4-8pm (2 hrs, game ended early with 2 Players)

the terrifying Nature of things
System: Kult Divinity Lost
GM: willberratte (Will Barrett)
3 Players (one missing): mal6666 (Sarah - Elias Boone - Senior Trooper), Morgan Hua (Don Fife - Junior Trooper), Jane Doe (missing).

Content Warnings: gore, violence, assault, torture, pvp abuse, trauma, police, Texas, guns, yellow, this is imprvo so thing may come up

a lot of people have gone missing in a small town in Texas but good new we found a survivor. while the state and local raid the mansion two trooper go the pick up the one and only survivor to take her back to the seen.

This game was the weakest as it was very railroady as we just went through various rooms and there was really no choice of path. It was mainly a gallery of horrors. GM admitted it would have been a much better game with 3 Players.




Friday, December 05, 2025

Morgan's Illusion Horror Con 2025 Adventure

 


An online free convention. I only signed up for two slots on Friday because a friend decided to run a small invite only RPG convention on the same weekend. I got into one game.

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Friday Dec 5, 10am-2pm

Jamais Vu
System: Kult: Divinity Lost
GM: Dave - gmdave78
2 Players: a.pseudonym (Eric), Morgan Hua (Sophia)
Pre-generated characters provided.

Content Warnings: Disassociation, Depersonalization, Mundane horror, Dissociative amnesia, Acute mental illness, Hallucination, Breakdown of social order, PVP, Death, Violence, Loss of identity.

Eric and Sophie wake up in their suburban home and find that the familiar has become unfamiliar. They remember everything about their life but find themselves unable to attach any emotion to it. Even everyday objects become terrifying aberrations as the couple slowly drifts into insanity.

Before the sun sets that day one of them will be dead.

It was an interesting play test. We did mess with the GM's head a little. I (male) played Sophia (female). And a.pseudonum (female) played Eric (male). GM kept on mixing us up because our voices didn't match the PC and we had to correct him. Heh. GM will still tweak the game to improve it, but I enjoyed it.




Sunday, December 08, 2024

Morgan's Illusion Horror Con 2024 Excellent Adventures


The free online horror convention. They have raffles of physical and digital prizes. The raffle money goes to various charities.

I bought several Kult books, but I can't get my weekly gaming group interested in playing, so this time, I signed up for all the Kult games possible. And ... I got into no Kult games. But later, I got into two Kult games via the wait list.

After playing more Kult. I think the 2d10 PbtA system is a neutral system for Kult. What I mean is, if you play Alien RPG, the Stress & Panic system adds greatly to the game and supports it very well. Kult's PbtA system doesn't add nor subtract from the game play. It's just there. The system is serviceable, but what differentiates Kult from other horror games is the setting.

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12/6/24 Fri 10am-2pm (4 hrs)

The Blizzard's Teeth
System: Kult: Divinity Lost
GM: SpoJino (Joseph)
4 Players: manbeartroll (Lucie the teenager - Brian), yashtruna (Fergus the muscle - Dominika), rocinate_on_focus (Eve the hunter - Robert), Morgan Hua (Jacob the leader)
Pregens: provided
Content Warnings: Body horror, Loss of agency, possible PvP

Strangers eye each other across the frosty courtyard of the mountain compound. Outside the blizzard howls. The horrific storm has seemingly claimed some of your companions already who had sought a way back to rugged mountain roads. Communication with the village below has been spotty at best, and only getting worse as the blizzard gets stronger. Everyone has their own reasons for being here, as the CEO’s mountain retreat offers more than shelter from the raging storm. You have not all arrived here together, nor are you all known to each other. What you do know is that this place should have had, at most, a minimal staff presence to maintain the compound during the harsh winter months. At the moment, it’s unclear if the greater threat is the growing storm outside or the suspicious faces around you.

GM said this was a fantasy survival horror scenario written by Scott Dorward which he reimagined as a modern Kult game. We had a good table of Players and I really enjoyed this game.

This game wasn't designed for Kult, nor really used the Kult mythos, so even though the game was good, it wasn't a Kult game in my mind.




12/6/24 Fri 4-8pm (4 hrs)

Bad Apple
System: CoC
GM: J. Michael Arons (jarons20)
4 Players: JohnLapoint (Dennis the laborer - John), JustinLapoint (Evelyn the doctor and Arthur's daughter - Justin), Morgan Hua (Arthur Ashmore the Scientist)
Pregens: provided.
Content Warnings: Infertility, Sexual Violence

1920s, England. A Town suffering a bad harvest. Can the Investigators find the cause and end the corruption?

This was a play test and an interesting scenario, but I felt the pacing was a bit too slow for my tastes.




12/7/24 Sat 11am-1pm (2 hrs, game was in a full 4 hr slot, but GM told us it was a short game)

Getting the Band Back Together
System: CoC
GM: Scott Dorward
4 Players: EerieLunarose (Perry St James - guitarist), ghost_crystal (Moxie Mutter - manager), automeris_io (Robin St James - bassist), Morgan Hua (Aubrey St James - singer)
Pregens: provided.
Content Warnings: Body horror, violence, harm to animals, possible PvP

Massachusetts, 1928. This latest tour has not been going well for your band. Interpersonal tensions are running high and the band is on the verge of splitting up. Maybe a nice stay in the country is just the thing you need to rebuild your sense of togetherness.

This was a very fun game, but it's more of an incident than a full scenario. Thus the 2 hour run time.




12/8/24 Sun 10am-2pm (4 hrs)

The Twins
System: Kult: Divinity Lost
GM: mrtnj (Martin)
2 Players: deviliciouz (Sam-antha Anderson, mom and programmer - Setheus), Morgan Hua (Ian, boyfriend and drug councilor)
Pregens: In-game character creation.
Content Warnings: harm to children, losing family members, self-harm, drugs, drowning, puberty, parenthood

The twins were, as one might expect, inseparable until that night. You are their parent and the new partner of their parent. Will you literally tear reality apart to get your kid back? One-shot game for two players. Character creation in game, aided by a questionnaire.

Characters are created in-game. We have a few questions to answer about the twins, ourselves, and our relationship.

Wow. Excellent Player and GM. When there's only 2 Players, everyone including the GM has to bring their A-game. No one slept on the job. A very, very enjoyable game.

This game definitely used the Kult mythos. We rarely rolled dice which was good as we mainly roleplayed. I think the system neither added nor subtracted from the game, it was neutral.




Thursday, January 25, 2024

KULT: Divinity Lost (4e) - Review


After watching a few videos by Seth Skorkowsky on Kult and playing a game of it and talking to people who've played it, I bought a copy during a Black Friday sale. I also got a few supporting products such as Kult: Beyond Darkness and Madness (GM guide) and Kult: Labyrinths & Secret Chambers (100 location maps with suggested creepy setting contents).

Kult is a combination of Dark City and Hellraiser. It is definitely a hard R-rated horror game, and can venture into X-rated (due to sex, violence, subject matter). The original KS book cover for Kult 4e showed the angel's nipples dripping blood. The rivulets of blood on her armor came from her breasts as if it were mother's milk. The art got changed for general publication. The original art was more striking, but bad for marketing reasons.

What I found odd was the game of Kult I played in and description of games from friends who tried it didn't delve into the core precepts of the game.

The idea is that humans are divine souls. That Earth is a prison built to contain us with the grinding banality of everyday life. Angels and Demons are tasked with keeping us on the hamster wheel of life. If we die, our experiences are stripped from our souls, and we are reincarnated in prison. The jailers (Angels and Demons) sometimes dutifully do their jobs and sometimes act out. If you're a jailer for millennia, you get bored and act out. The jailers all look like they came out of a Hellraiser movie. PCs are humans who have finally gotten a glimpse past the illusion of everyday life and momentarily saw the Truth. The game is about the PC's journey to enlightenment through a landscape of horror.

A PC's Dark Secret is not a dump score, but something a Player wants to explore because that is the lever used to propel the PC to enlightenment. So, only pick Dark Secrets you want to see in play.

The Demiurge (God) is missing or dead, so the fallout is civil war and power struggles between various powers. The jailers have their own domains and preferences. For instance, the Archon Tiphareth's domain is beauty and affirmation. Celebrity worship, beauty products, TV shows, TikTok, YouTube, etc. are traps created by Tiphareth. Each type of excess falls into a separate Archon's domain, some overlap, some cooperate, some compete for dominion. The Archon Malkuth is tired of it all and wants to awaken all the humans. 

Outside of Elysium (Earth) are the Metropolis (a combination of Amber from the Nine Princes of Amber and Heaven), Inferno (Hell), the Underworld (underground labyrinthian complexes, a subway to other places), Limbo (dream worlds), and Gaia (savage nature, Earth was created from a slice of Gaia). These other places can be visited from Elysium where the boundary is thin. All these places are vast and contain various creatures and cults.

This version of Kult 4e uses a modified version of Powered by the Apocalypse (PbtA). It uses 2d10 instead of 2d6. In PbtA, a +1 or +2 is significant because in PbtA: a 6- is a failure, 7-9 partial success, 10+ complete success. On average 2d6 = 7. And PCs have up to -3 to +3 based on their stats. But in Kult, with 2d10, the average is 11. 9- is a failure, 10-14 success with complication, 15+ complete success. So, a +1 or +2 is less significant. PC stats are -2 to +3, so on average almost all Moves (when a PC does an action and rolls dice, it's a Move) are partial successes.

That said, Kult is more about a series of partial successes (which creates drama) until you succeed. If you view Kult as this type of game, versus a I-wanna-play-to-win game, then it all works out.

What I love about the books, which are well written, are the numerous suggestions for complications when a Move doesn't completely succeed. Lots of options and suggestions are planted throughout the book.

I don't know when I can find the right group who wants to try this out, but I highly recommend this for an adult audience that's not squeamish about adult content.



KULT: Beyond Darkness & Madness (GM Guide) is well written and I didn't find any advice I disagreed with. Lots of good examples. Some of the last couple of chapters started getting a bit repetitive though.

KULT: Labyrinths & Secret Chambers has 100 loose leaf maps with a clean generic layout on one side and on the other side, a version with furniture and objects, sometimes a rundown version of a location. A 64 page booklet describes each layout and what it can be used for (3 possibilities) and 4 to 6 creepy details that the GM can use as inspiration. There's also 18 pages of lists of locations, random names, and such for the GM.

Sunday, December 03, 2023

Morgan's Illusion Horror Con 2023 Adventures


I got unlucky and didn't get into any games through the shuffler, but was able to get into A Chill in Abishiri through the waitlist and A Dish Best Served Cold through an announced opening on Discord.

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12/2 Sat, 10am-2pm (game took 3.5 hrs)

A Dish Best Served Cold
System: Kult: Divinity Lost
GM: Cameron Smith (cameronthetall)
3 Players: Yashtruna (Aiden Burnham - assassin), Automeris_io (Dean Lithian - hacker), Morgan Hua (General T - soldier)

In-game character creation.
Content Warnings: Violence, language, drug abuse, mental illness, possible child harm
No VTT - Theater of the Mind only.

You awaken in darkness sprawled out on a cold, plastic floor. As you push yourself onto your knees, you see red text on a terminal. “Emergency alert! Multiple system failure. Power and life support at critical levels. Shield systems down. Radiation will reach lethal limits in 30 minutes.” This improv-heavy scenario is set up by initial choices made by the players, with conversation driving the development of the characters and the story that unfolds.

I wanted to try Kult because I had watched some of the videos on it by Seth Skorkowsky and he was really positive on it. I also just bought a few Kult books from Mödiphius during the Black Friday sale a few weeks ago. But the default Kult setting is modern urban.

1-1/4 hrs character creation. The scenario took 2-1/4 hrs.

Kult's system is PbtA, but uses 2d10 instead of 2d6. In our game, as a quick generation method, we were given a +3 and -1 in two Attributes and a +1 in all remaining Attributes. Setting these Attributes took 10 seconds. I noticed that a +1 on 2d10 really didn't move the needle that much compared to 2d6. A 15+ is needed for a success. 10-14 a partial success with generally a minor set back. 9- a failure with a major setback. I spoke to someone afterwards and he told me that Kult's philosophy is really fail forward and set backs is how the GM adds intrusions and tension. Ok, this makes more sense then.

I thought the scenario was ok, but we spent a lot of time making the characters for a short one-shot. The Players were asked a lot of questions to flesh out our characters' backstories. The GM took our answers and wove it into the scenario.




12/3 Sun, 10am-2pm (4 hrs)

A Chill in Abashiri - A 1920s Taisho-Era Japan Scenario
System: CoC 7e
GM: Michael Reid (mjrrpg)
4 Players: 
Will - sirponcenby377 (Gen Kiyoshi - Tokko - Special Police),
Andy - RandomAnswer (Yoshioka Masao - Doctor of Medicine),
Fab - sweet_fhtagns (Kitamura Chiyoko - Journalist),
Morgan Hua (Ishihara Aiko - Zaibatsu Exec).

Pregens Provided.
Content Warnings: Political/Colonial Oppression

December 1922, Abashiri, Northern Japan. Abashiri Prison, located on the northern shore of Hokkaido, houses ‘dangerous’ criminals and political dissidents, and is no stranger to death and cold. But when a guard dies under suspicious circumstances, and amidst an unprecedented cold snap, a team of mixed professionals is sent to investigate the facility and its occupants, both staff and imprisoned. Amidst the Taisho-era empire’s political maelstrom, the investigators must navigate suspicious guards and uncooperative prisoners to uncover a plot that threatens not just Abashiri Prison, but the future of their changing nation.

At MRCon, I played in Unseasonal Blooming and Minuet run by Michael and I knew this would be a good game and it was. Michael GMed the scenario he wrote and we also had a fantastic table of Players.

I highly recommend the scenario (and GM).