Here is a little bit of the 'back end' of VUK...If anyone wants to give it a go let me know your questions/concerns. Obviously this is only the basic framework...with no scenarios. Playing 'Fight' will give you an idea at least...

Scenarios
Pre-Game Sequence
Before a game of Von Unaussprechlichen Kulten can begin the players should check the cult BP total, check over the cult list for recent Injuries and Phobias and roll for Poor Health prior to set up. After this is done a scenario is all that is needed to play, there are two ways to generate a scenario. The first is simple: Both players roll 1D6, add them together and check the Basic Scenario Table.
Basic Scenario Table
Scenario 2D6
2
3-4
5-7
8-9
10
11
12
The second requires the player to ‘spend’ Favor equal to the Requirements of the Favor Scenario he wishes to play. Any available Favor Scenario may be chosen but the same game may not be played twice in a row. Regardless of which Favor Scenario is chosen ‘spent’ Favor should be removed from the total on the Log Sheet. Favor Scenarios can be found after the Basic Scenarios in this rulebook.
Post-Game Sequence
Once the game is over there are still some loose ends to be tied up. Who was injured? What was learned? And what was it all for? To keep it simple the Post-Game Sequence is always composed of the same steps.
-Major Injury Phase
-Skill Phase
-Favor Phase
- Cult Management Phase
-Re-Equipment Phase
Major Injury Phase
Cult life is hard; injury and madness are a way of life for the faithful. Any model removed from the table with a Major Injury must roll on the Major Injury Table for permanent effects. See Major Injuries in the Injuries section. Hostages may be rolled for at the end of this phase.
Skill Phase
You don’t have to be a hero to learn something. Any model that survived (was not removed from the table due to injury) may roll for the chance to gain a Skill. Players receive a dice for each uninjured model in the cult. Roll all dice, on a 6 a Skill has been learned, then assign the Skill(s) to any of the uninjured models. Skills add +1 BP (Base Point) to the models profile and a model may learn only one Skill per game.
Favor Phase
Gaining the favor of nebulous, ancient and utterly evil deities is difficult…but rewarding. Both players may roll one dice each. On a roll of 6 a point of Favor has been attained for some diabolical act that transpired in game.
The winning player gains a –1 bonus to this roll making his roll a 5 or better. Models may be ‘sacrificed’ and will add an additional –1 bonus for each model.
Cult Management Phase
Looking after the needs and wants of depraved madmen and monsters can take a bit of management. If the Magus survives the game without injury he generates 1D6 RP. Players receive a dice for each uninjured model in the cult (beside the Magus). Roll all dice, on a 4-6 a Resource Point has been generated. Once all available models have generated points check the Upkeep table to see what amount of RP must be paid to manage the cult.
Re-Equipment Phase
Any available RP can now be saved or spent as the player wishes to re-equip his cult. It may be a good idea to bank a point or two to ensure your cult doesn’t have to make a Cult Unity Test.