Call of Cthulhu vs KULT: Divinity Lost
Compare Call of Cthulhu and KULT: Divinity Lost side by side. See differences in complexity, dice, genre, cost, and more.
| Call of Cthulhu | KULT: Divinity Lost | |
|---|---|---|
| Genre | Horror, Modern | Horror, Modern |
| Tags | Investigation, Deadly, One-Shot Friendly, Atmospheric, Roleplay-Heavy, Mystery, Fear & Stress Mechanics, Corruption, Skill-Based | Atmospheric, Character-Driven, Dark Fantasy, Deadly, Fear & Stress Mechanics, Fiction-First, Investigation, Lore-Heavy, Playbook-Driven, Player-Only Rolls |
| Core Mechanic | Roll d100 equal to or under your skill percentage. Success tiers at half (Hard) and one-fifth (Extreme) of the skill value. Bonus and penalty dice adjust the tens digit. Failed rolls can be pushed for a second attempt at greater risk. | When a Move triggers, roll 2d10 plus the named Attribute. A total of 15 or more is a complete success, 10–14 succeeds with complications, and 9 or less lets the GM make a Move. The GM never rolls dice. |
| Dice | d100 | 2d10 |
| Complexity | Medium | High |
| Accessibility | High | High |
| Runnability | Very High | High |
| License | Chaosium Fan Material Policy | All Rights Reserved |
| Third-Party Publishing | Not yet researched | Noncommercial only — Helmgast Fan Content Policy |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | $$ | $$ |
| Publisher | Chaosium | Helmgast AB |
| Year | 2014 | 2018 |
| Best For | Investigation-driven horror where combat is deadly and sanity is fragile. Great for one-shots. | Groups seeking adult modern occult horror where personal secrets drive investigation and dangerous confrontations. It suits a GM ready to build evolving threats and a table committed to explicit boundaries. |
| Highlights | Tracking Sanity as a depletable score ties mental erosion to the fiction, so confronting cosmic horror mechanically wears characters down. The percentile skills resolve on a d100 roll-under, with Hard and Extreme bands at half and one-fifth of the rating. Bouts of Madness convert failed Sanity checks into temporary phobias, manias, or loss of character control. | Dark Secrets link each character's traumatic or occult past to the GM's Intrigue Map, turning backstory into campaign pressure. Stability turns horror exposure into persistent conditions, culminating in a powerful GM Move when a character is Broken. Threat write-ups and milestone procedures give the GM a concrete engine for escalating a conspiracy. |
| Considerations | The chase rules add a detailed positioning subsystem whose complexity outweighs how often it sees use. Character creation allocates points across a long list of skills, a slow first step for new players. In long campaigns the sanity spiral can strip a character of player control as madness accumulates. | The game deliberately addresses sexual violence, torture, and psychological harm, so a group should agree on boundaries before play. Campaign play asks the GM to tie each character's history into an Intrigue Map and keep it developing between sessions. The extensive cosmology and the optional rules for magic and Enlightened characters create a large reference load. |