Feng Shui vs Werewolf: The Apocalypse
Compare Feng Shui and Werewolf: The Apocalypse side by side. See differences in complexity, dice, genre, cost, and more.
| Feng Shui | Werewolf: The Apocalypse | |
|---|---|---|
| Genre | Fantasy, Scifi, Historical, Modern, Post-Apocalyptic | Horror, Modern, Fantasy |
| Tags | Cinematic, Combat-Heavy, Fast-Paced, High-Power, Martial Arts, Playbook-Driven, Pulp Action, Strong GM Support, Tactical, Theater of the Mind | Atmospheric, Base-Building, Character Building, Character-Driven, Combat-Heavy, Corruption, Lore-Heavy, Strong GM Support, Superpowers, 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. | Build a d10 dice pool, usually from an Attribute plus a Skill. Each 6 or higher is a success, and meeting the Storyteller-set Difficulty wins. Pairs of 10s add successes. Rage dice replace regular dice up to current Rage and can cause Brutal outcomes. |
| Dice | 2d6 | d10 dice pool |
| Complexity | Medium | High |
| Accessibility | High | Medium |
| Runnability | Very High | Very High |
| License | All Rights Reserved | All Rights Reserved |
| Third-Party Publishing | No verified route found | Commercial publishing allowed — Storytellers Vault |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | $ | $$ |
| Publisher | Atlas Games | Renegade Game Studios |
| Year | 2015 | 2023 |
| 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 long-form modern horror about shapeshifter packs defending communities from ecological and spiritual threats, with violent power constrained by moral and social consequences. |
| 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. | Rage dice make supernatural power volatile because Brutal results can redirect failed actions into destruction or magnify successful violence. Choosing a Garou form changes a character's capabilities, creating tactical and narrative options. Caerns give the pack an improvable spiritual home whose traits connect campaign advancement to territory and community. |
| Considerations | Combat requires tracking shots, interrupts, wound thresholds, and different enemy tiers. Starting characters use prebuilt archetypes and follow curated advancement tracks. The rules assume proactive cinematic fights and melodrama instead of grounded realism or cautious procedural play. | After a turn without a kill, Crinos requires Willpower each turn or frenzy follows, making the war form difficult to sustain outside violent scenes. Harano and Hauglosk can remove a Garou from play when despair or absolutism fills either track, making moral decline a campaign-level consequence. The game centers mature environmental and spiritual horror, including graphic violence and themes of exploitation and extremism that require deliberate table boundaries. |