Feng Shui vs Invincible – Superhero Roleplaying
Compare Feng Shui and Invincible – Superhero Roleplaying side by side. See differences in complexity, dice, genre, and more.
| Feng Shui | Invincible – Superhero Roleplaying | |
|---|---|---|
| Genre | Fantasy, Scifi, Historical, Modern, Post-Apocalyptic | Modern, Scifi, Superhero |
| Tags | Cinematic, Combat-Heavy, Fast-Paced, High-Power, Martial Arts, Playbook-Driven, Pulp Action, Strong GM Support, Tactical, Theater of the Mind | Superpowers, Licensed IP, High-Power, Tactical, Character Building, Character-Driven, Solo-Friendly, Theater of the Mind |
| 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 d6s equal to an attribute and count each 6 as a success. Extra successes buy stunts. After a failed roll or when seeking more successes, push once by rerolling dice that show neither 6 nor 1; each 1 remaining after the push causes stress. |
| Dice | 2d6 | d6 dice pool |
| Complexity | Medium | High |
| Availability | Free quickstart | Free quickstart |
| Runnability | 5 of 5 book tools | 5 of 5 book tools |
| License | All Rights Reserved | All Rights Reserved |
| Third-Party Publishing | Noncommercial only — Atlas Games Fair Use policy | Not yet researched |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | Atlas Games | Free League Publishing |
| Year | 2015 | 2026 |
| Languages | English, French, Russian | English |
| 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 custom superheroes to alternate between destructive team fights and relationship-driven scenes about responsibility, stress, and ordinary life. It suits campaigns ranging from young street heroes to cosmic champions, with a separate solo crisis mode. |
| 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. | Extra successes buy comic-book stunts such as knockback and collateral destruction, while players can propose GM-approved improvised stunts. Action scenes threaten Health and generate stress against Resolve, while relationship-centered social scenes restore Resolve and tie personal life to the campaign loop. Crisis Mode supplies response engines and escalating timers for solo superhero play without a Gamemaster. |
| 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. | The large power catalog, reaction-heavy zone combat, and critical-injury procedures create a steeper learning curve than the simple dice pool suggests. Brutal injuries, permanent death, and collateral damage are deliberate parts of play, so groups should align on graphic superhero violence. The setting chapter, campaign material, and character profiles draw heavily on Invincible, so groups seeking a generic superhero toolkit may choose to replace them. |