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KULT: Divinity Lost vs Werewolf: The Apocalypse

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

KULT: Divinity LostWerewolf: The Apocalypse
GenreHorror, ModernHorror, Modern, Fantasy
TagsAtmospheric, Character-Driven, Dark Fantasy, Deadly, Fear & Stress Mechanics, Fiction-First, Investigation, Lore-Heavy, Playbook-Driven, Player-Only RollsAtmospheric, Base-Building, Character Building, Character-Driven, Combat-Heavy, Corruption, Lore-Heavy, Strong GM Support, Superpowers, Urban Fantasy
Core MechanicWhen 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.Build a d10 dice pool, usually from an Attribute plus a Skill. Each 6 or higher is a success, and meeting the Storyteller-set Difficulty wins. Pairs of 10s add successes. Rage dice replace regular dice up to current Rage and can cause Brutal outcomes.
Dice2d10d10 dice pool
ComplexityHighHigh
AccessibilityHighMedium
RunnabilityHighVery High
LicenseAll Rights ReservedAll Rights Reserved
Third-Party PublishingNoncommercial only — Helmgast Fan Content PolicyCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
Cost$$$$
PublisherHelmgast ABRenegade Game Studios
Year20182023
Best ForGroups 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.Groups who want long-form modern horror about shapeshifter packs defending communities from ecological and spiritual threats, with violent power constrained by moral and social consequences.
HighlightsDark 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.Rage dice make supernatural power volatile because Brutal results can redirect failed actions into destruction or magnify successful violence. Choosing a Garou form changes a character's capabilities, creating tactical and narrative options. Caerns give the pack an improvable spiritual home whose traits connect campaign advancement to territory and community.
ConsiderationsThe 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.After a turn without a kill, Crinos requires Willpower each turn or frenzy follows, making the war form difficult to sustain outside violent scenes. Harano and Hauglosk can remove a Garou from play when despair or absolutism fills either track, making moral decline a campaign-level consequence. The game centers mature environmental and spiritual horror, including graphic violence and themes of exploitation and extremism that require deliberate table boundaries.