Kult is one of those games with which I have a deep love-hate relationship. In this case, that means that I love the game and I hate the fact that I haven't been able to spend more time enjoying the Hell out of it.
I discovered Kult at a time in my life (1991-92) when I was really embracing the horror sub-genre that I like to call modern dark fantasy (which would probably get lumped under "urban fantasy" these days). I'd recently been introduced to DC Vertigo's Sandman and Hellblazer comics, and was working my way through such Clive Barker works as The Books of Blood, Hellbound Heart, and Imajica. (The latter book I wanted very badly to like, but I started it four times in two or three years, and I could never get more than ten percent of the way through it. It just never hooked me.)
Around that time, I was also toying with a World of Darkness mash-up featuring characters from Werewolf, Vampire, Mage, and the Vampire splat book, "Hunters Hunted." That particular creation only saw play once, but it was a memorable game session with a few memorable characters. Also, by 1991-92, my group was solidly entrenched in our Bureau 13 modern horror campaign. We played at least once every weekend (more often, it was two or three times) so we had plenty of time to try out new material, and we were way into the horror genre.
When the group's other primary game master introduced me to Kult, I was at once entranced by the setting and repulsed by the game system. It was a clunky system (granted, far less clunky than our beloved B13) at a time when system design was undergoing a renaissance and moving away from clunky, toolkit-like systems toward sleek, focused ones. It was that, more than anything, that drove me away from Kult, initially.
Furthermore, given Kult's built-in setting (which is where it really shines) it wasn't likely to become a contender to replace our existing horror campaign. It was just too dark. (Which, interestingly enough, is why the brief campaign I ran a decade later crashed and burned: too nihilistic, according to the players.)
So, in honor of a game that I would really love to have played more but never did, here's a character sheet for Metropolis' first edition of Kult:
. . . . .