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Cryptid Creeks vs KULT: Divinity Lost

Compare Cryptid Creeks and KULT: Divinity Lost side by side. See differences in complexity, dice, genre, and more.

Cryptid CreeksKULT: Divinity Lost
GenreHorror, ModernHorror, Modern
TagsCozy, Playbook-Driven, Fiction-First, Beginner-Friendly, Family-Friendly, Investigation, Character-Driven, AtmosphericAtmospheric, Character-Driven, Fear & Stress Mechanics, Fiction-First, Investigation, Licensed IP, Lore-Heavy, Playbook-Driven, Player-Only Rolls, Strong GM Support
Core MechanicRoll 2d6 + ability modifier (Athletic, Smart, Cool, Smooth, or Attuned, ranging from -3 to +3). Results use four tiers: 6- is a miss with a Navigator reaction, 7–9 is a hit with complication, 10–11 is a clean hit, 12+ is a triumph with extra benefit. Advantage adds a third d6 (keep best two); disadvantage keeps worst two. Scouts gather Clues through Snoop Moves, then collaboratively Answer a Question by theorizing an answer and rolling dice plus Clues minus the Question's Complexity. Misfortunes replace hit points: accumulate four and you mark a Spirit's Sash, which can later be lifted to bump a roll up one success tier.When a player Move calls for a roll, roll 2d10 and apply its listed modifiers. A total of 15 or more is a complete success. A result of 10–14 succeeds with complications. A result of 9 or less lets the GM make a Move. The GM never rolls dice.
Dice2d62d10
ComplexityLowHigh
AvailabilityPaidFree quickstart
Runnability4 of 5 book tools4 of 5 book tools
LicenseProprietary (PbtA / Carved from Brindlewood)All Rights Reserved
Third-Party PublishingNot yet researchedNoncommercial only — Helmgast Fan Content Policy
Summary only, not legal advice. Check current terms before publishing.
PublisherHatchlings GamesHelmgast AB
Year20242018
LanguagesEnglishEnglish, Swedish, German, French, Spanish, Portuguese, Polish, Italian
Best ForFamilies and groups who want a coming-of-age mystery adventure with cozy horror tone: think Gravity Falls, The Goonies, or Stranger Things at the table, accessible to teens and newcomers.Groups seeking adult occult horror where personal secrets drive investigations and dangerous confrontations. It suits tables willing to establish explicit boundaries and develop a campaign around their characters.
HighlightsAnswer a Question mechanic means mysteries have no predetermined solution: players theorize answers from gathered Clues, Spirit's Sashes let players retroactively alter outcomes by channeling clubhouse ghosts, six playbooks with Watcher's Gifts that grant each Scout a unique supernatural edge, included Pilot Episode walks new groups through their first session step by stepDark Secrets feed the GM's Intrigue Map, turning character histories into connected campaign threats. Stability makes horror exposure create lasting vulnerabilities to further supernatural pressure. Dramatic Hooks reward players for bringing their requested character scenes into play.
ConsiderationsTightly bound to its Clawfoot setting and tone: not easily reskinned for other genres, collaborative mystery resolution requires comfort with improvised answers rather than pre-written solutions, no combat system: confrontations use the same general moves as other challenges, Misfit playbook starts without a Watcher's Gift which may feel limitingThe game addresses sexual violence and torture, requiring agreement on boundaries before play. The GM develops the Intrigue Map between sessions as threats react to the characters. Optional Enlightened characters introduce supernatural abilities that change the balance of ordinary human horror.