KULT: Divinity Lost vs Vampire: The Masquerade
Compare KULT: Divinity Lost and Vampire: The Masquerade side by side. See differences in complexity, dice, genre, cost, and more.
| KULT: Divinity Lost | Vampire: The Masquerade | |
|---|---|---|
| Genre | Horror, Modern | Horror, Modern |
| Tags | Atmospheric, Character-Driven, Dark Fantasy, Deadly, Fear & Stress Mechanics, Fiction-First, Investigation, Lore-Heavy, Playbook-Driven, Player-Only Rolls | Social Intrigue, Faction Play, Urban Fantasy, Corruption, Drama, Investigation, Lore-Heavy |
| Core Mechanic | 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. | Roll a pool of d10s (attribute + skill), count successes (6+). Hunger dice replace regular dice in the pool: their 10s trigger Messy Criticals and their 1s trigger Bestial Failures, making the Beast an ever-present threat. |
| Dice | 2d10 | d10 dice pool |
| Complexity | High | Medium |
| Accessibility | High | High |
| Runnability | High | Very High |
| License | All Rights Reserved | Proprietary |
| Third-Party Publishing | Noncommercial only — Helmgast Fan Content Policy | Not yet researched |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | $$ | $$ |
| Publisher | Helmgast AB | Renegade Game Studios |
| Year | 2018 | 2018 |
| Best For | 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. | Drama-heavy campaigns exploring themes of addiction, power, and losing your humanity. |
| Highlights | 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. | Hunger system mechanically integrates the vampire's predatory nature into every dice roll. Clan membership and sect politics structure who a character allies with and opposes, giving the social game mechanical weight. Humanity and Stains system tracks moral erosion with narrative consequences. |
| Considerations | 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. | Hunger dice inject swingy results at the worst moments, since a Bestial Failure can surface on a critical roll. Play leans heavily on social and political maneuvering, so groups expecting frequent combat will find that side of the system thin. Choosing a clan and predator type at creation assumes setting knowledge the player may not have yet. |