1. Character Type. Alternately known as an Archetype or just Type for short, this is the template used to build a character.

2. Juncture. Any, 69, Nether-world, 1850, Contemporary, 2056. This is the era or juncture in time the Type is most commonly found. Players should not play out of juncture/ inappropriate characters unless an adventure involves time travel. The GM should work with players to make sure they create characters that will work with the adventure he plans to run.


3. Quote. A typical quote that someone of this Character Type would say, reflecting the general style or personality.

4. Summary. Type descriptions from official sourcebooks and some fan works are fairly long and in-depth, and while that’s good for the sake of roleplay, for a general work of a master list summarizing all of the known Feng Shui Types, it just isn’t feasible to include each Type’s full text, so we settled on a brief sentence or so, hopefully the most relevant and descriptive.

5. Primary Attributes. Body, Chi, Mind and Reflexes, range in value from 0 to 15, 5 being average and 10 being normal human maximum. An Attribute preceded by an = indicates it begins at its maximum value and cannot be raised above this during character creation (but may later).

6. Secondary Attributes. Special starting values for a few Secondary Attributes, which otherwise follow the rule of “equal to parent Primary Attribute” (so if you have a Body of 5, all your Secondary Attributes will also be 5 unless otherwise specified). The = applies the same here as for Primary Attributes.

BODY: overall physique and health
➢ Move – how fast you can run/move
➢ Strength – lifting and hitting things
➢ Constitution – resist pain, shock, disease and poisons
➢ Toughness – how much injury can be easily taken before impairment

CHI: general attunement with the Earth’s mystical life force – this rarely goes above 0 for most people
➢ Fortune – luck, how much Chi energy “likes” him/her
➢ Kung Fu – inner power for mystical Fu schticks
➢ Magic – potential to perform and resist magical spells

MIND: mental and interpersonal abilities
➢ Charisma – personal magnetism, charm or presence
➢ Intelligence – memory, logical clear thinking/expression
➢ Perception – powers of observation/ deduction, alert
➢ Will – self-confidence, determination, resistance, Emotional IQ

REFLEXES: gross and fine coordination precision
➢ Agility – gross motor skill aptitude of the entire body
➢ Dexterity – fine motor skills, hand-eye coordination
➢ Speed – reaction/response time/rate to external stimuli

7. Primary Attribute Bonus. The total number of bonuses or points which may be distributed between the 4 main Attribute scores only (not Secondary Attributes), to raise them at a “point per point or +1” basis. No Primary or Secondary Attribute score for any character may ever exceed 15.

A slash and then a number smaller than the first number here (6/5) means no more than that many points can be added to any one score, out of the bonus points given.

A slash and a larger number (6/13) means no score’s total can be raised above this total, even if enough bonus points were given to do so

8. Secondary Attribute Bonus. Same as Primary Attribute Bonus above, but may be spent only on Secondary Attributes, but follows the same rules otherwise.

9. Skills and Individual Skill Bonuses. The basic “skill level” the character possesses in the skill. These usually range from +1 to +10, with 4-6 being average for most people. SB is the actual bonus, Bas is the Secondary Attribute which governs the skill, that you use for the base rating for the skill, and Mx is the maximum value the skill is allowed to equal at character creation – it cannot exceed this number, initially (but can after the character has played a session). An = sign here indicates the skill already begins at this value, otherwise the player needs to be sure that his adding bonuses to a skill doesn’t bring his total AV above this. Skills with no Mx have no limits to their starting values.

10. Skill Bonuses. Total free Skill Bonus Points the player may “spend” to improve his character’s abilities. The total number of bonus points which may be distributed between all the character’s beginning skill values (the individual Skill Bonuses), to raise them at a “1 point per +1” basis. No Skill Bonus for any character may ever exceed 30.

11. Notes. Some Types have limitations, options and other information that is relevant to play.

12. Schticks. Special abilities or specialties with which the character starts; may be Unique schticks or ones which a player chooses from the book (Fu, Gun, Sorcery, etc).

13. Number of Starting Weapons. Usually 1 to 5, depending on the Type, though some start with no weapon in particular. Also, usually there is no division between melee, thrown or guns, but a few Types start with only a certain type of weapon (melee, gun, ranged). Characters who start with no weapon can obtain them, especially simpler ones such as staves or simple handguns.

14. Quick (“Schtick”) Picks. Simple suggested examples.

15. Wealth Level. Rich, Working Stiff and Poor. This is an abstracted way of dealing with money and “buying equipment”, to reduce bookkeeping. Most people with “normal jobs” are Working Stiffs, from full time fast food employees to police detectives, while Poor is anyone under that. Rich characters rarely worry about expenses.

16. Credit. This is the person who designed or created the Character Type, or in the case of official material, the sourcebook in which the full Type can be found.


Feng Shui: The Lost Island DJSchotte