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Hunter: The Reckoning vs KULT: Divinity Lost

Compare Hunter: The Reckoning and KULT: Divinity Lost side by side. See differences in complexity, dice, genre, cost, and more.

Hunter: The ReckoningKULT: Divinity Lost
GenreHorror, ModernHorror, Modern
TagsInvestigation, Mystery, Character-Driven, Gritty, Deadly, Atmospheric, Social Combat, Strong GM Support, Lore-Heavy, Urban FantasyAtmospheric, Character-Driven, Fear & Stress Mechanics, Fiction-First, Investigation, Licensed IP, Lore-Heavy, Playbook-Driven, Player-Only Rolls, Strong GM Support
Core MechanicRoll a pool of d10s, usually an Attribute plus a Skill. Each 6 or higher is a success. Meeting the Storyteller's Difficulty wins. Each pair of 10s counts as four successes. On tests within their creed's Field, Hunters may choose to add Desperation Dice equal to the cell's shared Desperation rating. A 1 on any Desperation Die turns a win into a choice: keep it and raise the cell's Danger, or fail and enter Despair. A failed test with a Desperation 1 always causes Despair.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.
Diced10 dice pool2d10
ComplexityMediumHigh
AccessibilityMediumHigh
RunnabilityVery HighHigh
LicenseAll Rights ReservedAll Rights Reserved
Third-Party PublishingCommercial publishing allowed — Storytellers VaultNoncommercial only — Helmgast Fan Content Policy
Summary only, not legal advice. Check current terms before publishing.
Cost$$$$
PublisherRenegade Game StudiosHelmgast AB
Year20222018
LanguagesEnglish, French, German, Italian, SpanishEnglish, Swedish, German, French, Spanish, Portuguese, Polish, Italian
Best ForGroups who want investigation-heavy modern horror in which a cell of ordinary people researches, plans, and confronts a monster at real personal risk.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.
HighlightsDesperation rises after the cell's setbacks, so mounting trouble adds both dice and risk to later Field tests. Overreach lets a player keep a win by raising the cell's Danger, which escalates the quarry's response against the whole cell. Monsters have weaknesses Hunters can discover, so research pays off as concrete advantages in the final confrontation.Dark 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.
ConsiderationsDesperation Dice apply only to tests within a Hunter's creed Field, so a character's signature boost sits idle outside that specialty. The book recommends ending most conflicts after about three turns, which leaves little room for extended tactical combat. The content warning covers themes such as sexual violence and torture, so groups should calibrate boundaries before play.The 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.