Feng Shui vs Hunter: The Reckoning
Compare Feng Shui and Hunter: The Reckoning side by side. See differences in complexity, dice, genre, cost, and more.
| Feng Shui | Hunter: The Reckoning | |
|---|---|---|
| Genre | Fantasy, Scifi, Historical, Modern, Post-Apocalyptic | Horror, Modern |
| Tags | Cinematic, Combat-Heavy, Fast-Paced, High-Power, Martial Arts, Playbook-Driven, Pulp Action, Strong GM Support, Tactical, Theater of the Mind | Investigation, Mystery, Character-Driven, Gritty, Deadly, Atmospheric, Social Combat, Strong GM Support, Lore-Heavy, Urban Fantasy |
| Core Mechanic | Roll a positive d6 and a negative d6, subtract the negative die from the positive, and add the Swerve to an Action Value. Meeting or beating the Difficulty succeeds, while open-ended sixes create extreme results. | Roll a pool of d10s, usually an Attribute plus a Skill. Each 6 or higher is a success. Meeting the Storyteller's Difficulty wins. Each pair of 10s counts as four successes. On tests within their creed's Field, Hunters may choose to add Desperation Dice equal to the cell's shared Desperation rating. A 1 on any Desperation Die turns a win into a choice: keep it and raise the cell's Danger, or fail and enter Despair. A failed test with a Desperation 1 always causes Despair. |
| Dice | 2d6 | d10 dice pool |
| Complexity | Medium | Medium |
| Accessibility | High | Medium |
| Runnability | Very High | Very High |
| License | All Rights Reserved | All Rights Reserved |
| Third-Party Publishing | Noncommercial only — Atlas Games Fair Use policy | Commercial publishing allowed — Storytellers Vault |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | $ | $$ |
| Publisher | Atlas Games | Renegade Game Studios |
| Year | 2015 | 2022 |
| Languages | English, French, Russian | English, French, German, Italian, Spanish |
| Best For | Groups that want fast Hong Kong action, tactical shot-by-shot fights, melodramatic hooks, and time-traveling campaigns that mix genres | Groups who want investigation-heavy modern horror in which a cell of ordinary people researches, plans, and confronts a monster at real personal risk. |
| Highlights | A descending shot countdown makes every action and interrupt change when a character acts again. One-hit mooks support crowd-clearing spectacle, while featured foes and bosses use deeper wound rules for climactic fights. Feng shui sites link faction victories to changes in history across four connected eras. | Desperation rises after the cell's setbacks, so mounting trouble adds both dice and risk to later Field tests. Overreach lets a player keep a win by raising the cell's Danger, which escalates the quarry's response against the whole cell. Monsters have weaknesses Hunters can discover, so research pays off as concrete advantages in the final confrontation. |
| Considerations | Most starting archetypes have fixed statistics and schticks, so initial mechanical customization is limited. The default adventure structure treats investigation and social scenes mainly as connections between fights. Exploding positive and negative dice permit large reversals even when a character's Action Value substantially exceeds the Difficulty. | Desperation Dice apply only to tests within a Hunter's creed Field, so a character's signature boost sits idle outside that specialty. The book recommends ending most conflicts after about three turns, which leaves little room for extended tactical combat. The content warning covers themes such as sexual violence and torture, so groups should calibrate boundaries before play. |