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KULT: Divinity Lost vs Public Access

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

KULT: Divinity LostPublic Access
GenreHorror, ModernHorror, Modern
TagsAtmospheric, Character-Driven, Fear & Stress Mechanics, Fiction-First, Investigation, Licensed IP, Lore-Heavy, Playbook-Driven, Player-Only Rolls, Strong GM SupportInvestigation, Mystery, Collaborative, Player-Only Rolls, Fiction-First, Character-Driven, Atmospheric, Corruption
Core MechanicWhen 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.When a move is triggered, roll 2d6 plus one of five ability modifiers. A 6 or less is a miss, while many moves split hits into 7–9, 10–11, and 12+ tiers. After a result is narrated, a player can turn a Key to raise it one tier and replace that outcome with a different timeline.
Dice2d102d6
ComplexityHighMedium
AvailabilityFree quickstartFree core rules
Runnability4 of 5 book tools3 of 5 book tools
LicenseAll Rights ReservedProprietary
Third-Party PublishingNoncommercial only — Helmgast Fan Content PolicyNot yet researched
Summary only, not legal advice. Check current terms before publishing.
PublisherHelmgast ABThe Gauntlet
Year20182023
LanguagesEnglish, Swedish, German, French, Spanish, Portuguese, Polish, ItalianEnglish, French, Spanish
Best ForGroups 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.Groups seeking a finite collaborative analog-horror campaign where player-built theories, personal histories, and found-footage prompts shape the truth behind a small-town conspiracy
HighlightsDark 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.Clues have no fixed locations or canonical answers, so players assemble them into a theory and roll to establish whether it is true. Turning a Key raises a resolved roll by one tier and replaces the narrated failure with an alternate timeline. Odyssey tape prompts let players author uncanny broadcasts that become a campaign timer and feed connections back into Deep Lake.
ConsiderationsThe 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.Dawn, Day, Dusk, and Night must occur in order, which constrains free-form scene pacing. The Keeper must synthesize campaign discoveries into a custom final TV Odyssey mystery. The intended campaign engages childhood trauma, body horror, ritual sacrifice, and other dark material.