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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 ShuiHunter: The Reckoning
GenreFantasy, Scifi, Historical, Modern, Post-ApocalypticHorror, Modern
TagsCinematic, Combat-Heavy, Fast-Paced, High-Power, Martial Arts, Playbook-Driven, Pulp Action, Strong GM Support, Tactical, Theater of the MindInvestigation, Mystery, Character-Driven, Gritty, Deadly, Atmospheric, Social Combat, Strong GM Support, Lore-Heavy, Urban Fantasy
Core MechanicRoll 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.
Dice2d6d10 dice pool
ComplexityMediumMedium
AccessibilityHighMedium
RunnabilityVery HighVery High
LicenseAll Rights ReservedAll Rights Reserved
Third-Party PublishingNoncommercial only — Atlas Games Fair Use policyCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
Cost$$$
PublisherAtlas GamesRenegade Game Studios
Year20152022
LanguagesEnglish, French, RussianEnglish, French, German, Italian, Spanish
Best ForGroups that want fast Hong Kong action, tactical shot-by-shot fights, melodramatic hooks, and time-traveling campaigns that mix genresGroups who want investigation-heavy modern horror in which a cell of ordinary people researches, plans, and confronts a monster at real personal risk.
HighlightsA 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.
ConsiderationsMost 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.