Feng Shui vs Vampire: The Masquerade
Compare Feng Shui and Vampire: The Masquerade side by side. See differences in complexity, dice, genre, cost, and more.
| Feng Shui | Vampire: The Masquerade | |
|---|---|---|
| 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 | Social Intrigue, Faction Play, Urban Fantasy, Corruption, Drama, Character-Driven, Resource Management, Superpowers, Social Combat, Lore-Heavy |
| 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 attribute plus skill in d10s, counting 6+ as successes against a difficulty. Paired 10s add extra successes. Hunger replaces ordinary dice in most pools: a winning critical containing a Hunger 10 becomes messy, while a failed test containing a Hunger 1 becomes a bestial failure. |
| Dice | 2d6 | d10 dice pool |
| Complexity | Medium | High |
| Accessibility | High | High |
| Runnability | Very High | Very High |
| License | All Rights Reserved | Community Content Agreement for the Storytellers Vault |
| Third-Party Publishing | Noncommercial only — Atlas Games Fair Use policy | Commercial publishing allowed — Community content program |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | $ | $$ |
| Publisher | Atlas Games | Renegade Game Studios |
| Year | 2015 | 2018 |
| Languages | English, French, Russian | English, French, German, Italian, Spanish, Polish, Russian, Portuguese, Japanese |
| 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 campaigns about vampire coteries balancing political ambition, predatory hunger, and relationships with the humans they still care about. |
| 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. | Using supernatural powers can increase Hunger, making the next hunt harder to postpone. Convictions and human Touchstones make moral compromise carry consequences beyond winning the immediate conflict. Coteries share hunting territories and social assets, giving political ambitions a foothold in the city. |
| 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. | Messy criticals and bestial failures can put predation or compulsions into scenes where players hoped to stay in control. Character creation requires choices across clans, powers, feeding habits, advantages, and human ties. Establishing the chronicle’s relationships and boundaries for mature themes takes group preparation even when using a published city. |