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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, Fear & Stress Mechanics, Fiction-First, Investigation, Licensed IP, Lore-Heavy, Playbook-Driven, Player-Only Rolls, Strong GM SupportAtmospheric, Base-Building, Character Building, Character-Driven, Corruption, Drama, Lore-Heavy, Strong GM Support, Superpowers, Urban Fantasy
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.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. Each pair of 10s counts as four 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
LanguagesEnglish, Swedish, German, French, Spanish, Portuguese, Polish, ItalianEnglish, French, German, Italian, Spanish, Polish, Portuguese
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 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 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.Brutal outcomes can force destructive failures or add four successes to actions the Storyteller judges can benefit from Rage. 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 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.A Crinos-form Garou who did not kill in the previous turn must spend Willpower at the start of the next turn or enter frenzy, 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.