Feng Shui Action-Espionage Archetypes – Final

Last week I posted the archetypes for my Feng Shui RPG action-espionage campaign. However, there were a number of references in the Awesoming Up! section for each archetype that includes Schticks that don’t appear in the Feng Shui core rulebook.

This week, I’ve updated the PDF download to include these additional Schticks, as well as updating the archetypes with additional options for Awesoming Up!

And lastly, I’ve added the basic rules for using Reputation (which also appears on the archetypes).

I hope you enjoy.

Feng Shui Character Archetypes Completed

Over the last two weeks, I’ve previewed the new archetypes that I’ve created for Feng Shui for the action-espionage game that I’m going to be running.

I’ve now completed the write-ups, added some pictures, and put all the archetypes into a downloadable PDF that you can download from here (or from the Free RPG Materials page).

I’ve made both male and female versions of each archetype, except for the Hacker and Wheel Artist, as I used an image for each of those that could work for either a male or female character.

Awesoming Up

There is still one last thing that I need to do, and I ran out of time this week. In the Awesoming Up section for each archetype, I list some new core schticks. I’m going to write those up this week and add them to the PDF download for next Sunday.

So these archetypes are ready for play right now, but you’ll have to wait until next week to add any new core schticks to them.

What Do You Think?

So take a look and let me know what you think of these. Any suggestions on how to improve them? Anything that is unclear or might be too overpowered or underpowered in a game? Let me know in the comments.

Note: All pictures are royalty-free images downloaded from pixabay.com.

Feng Shui © 1996, 1999, 2011, 2015 Robin D. Laws, published under license by
Trident Inc., d/b/a Atlas Games. Feng Shui is a trademark of Robin D. Laws, used under license. Use of these copyrights and trademarks is done here without permission, and does not constitute a challenge to their ownership.

Feng Shui Character Archetypes

Last week, I talked about using the Feng Shui Second Edition RPG from Atlas Games for my action-espionage campaign. I’m continuing to move ahead with this plan, but I’m developing some new archetypes that are appropriate for this kind of game.

I previewed the Face, Hacker, and Intruder archetypes last week, so this week I’m going to preview the Snoop, Soldier, Squad Leader and Wheel Artist.


The snoop is an electronic surveillance specialist.




The soldier is purely about combat. I had considered just renaming the Ex-Special Forces archetype from the Feng Shui rulebook, but I wanted to customize it a bit and make him a bit better at taking down mooks as well. So he’s basically a strange mixture of the Ex-Special Forces and Killer archetypes.


Squad Leader

The squad leader is actually based on the Pointman class from the Spycraft RPG, in case there is any confusion. I decided to rename it because I’ve never really thought Pointman was a good name—it gives the idea of a lone stealthy scout ahead of the main group. The Pointman class, however, was a team leader, designed to help the other members succeed better at their own actions, and to fill in any skill gaps in the team.

So here is the Squad Leader.


Wheel Artist

The wheel artist is, obviously, about vehicles. However, this character is not just about cars—the A Ride is a Ride schtick means this character doesn’t suffer from unfamiliar vehicle penalties. So if someone takes this archetype for his or her character, then there will be all kinds of cool vehicles to operate, including cars and other wheeled or tracked vehicles, helicopters and jets, various watercraft, etc.



As mentioned last week, I’m working on developing these as full archetypes, so I’m doing up the archetype write-ups and so forth, and will then make these available as a PDF download.

I hope others find these useful in their own games as well.

Feng Shui Action-Espionage

If you’ve been reading this blog, you know that I’ve been thinking about what system to use for my high-action espionage campaign that I’m planning to run. Last week, I talked about the core elements that I wanted to focus on in the game, and was looking at different systems so that I could choose one that would work best for what how I want this game to feel.

One game I mentioned was Feng Shui Second Edition (which I’ll refer to as FS2 in the rest of this post), published by Atlas Games. I’m a big fan of FS2, and I’ve run some very fun sessions with it in the past. This time, I want to use the FS2 engine, but I’m not planning to incorporate any elements of the Chi War from the core FS2 setting.

Rather, my plan is still to use the excellent Shadowforce Archer setting for the first edition of the Spycraft RPG, originally published by AEG. These days, Crafty Games has the license for Spycraft, but the second edition was an overly-complicated beast, and the third edition has been vaporware for many years now.

While I enjoyed the first edition of Spycraft, I never felt a level-based game was appropriate for the espionage—and especially the action-espionage—genre. However, the basic classes were fairly well designed in identifying some key archetypes that appear in these kinds of movies.

So, I’m taking inspiration from Spycraft and using their core ideas in developing a handful of archetypes for FS2.

The plan is put together seven archetypes from which the players may choose:

  • Face
  • Hacker
  • Intruder
  • Squad Leader
  • Snoop
  • Soldier
  • Wheel Artist

The Archetypes

This week, I’m going to show off the stats for the first three of these archetypes. My plan is put together full archetypes like in the core FS2 rulebook, and then toss them in a downloadable PDF for others to use (under the Atlas Games fan policy on their website).

So here is the first draft of the Face:



Here is the Hacker:


And here is the Intruder:


One thing that FS2 players will note is that I’ve modified the schticks a bit. In my action-espionage game, all the characters are going to use Fortune, so I’m ignoring Chi, Genome, and Magic. This means that any Fu schticks the characters have will be modified to use Fortune instead of Chi.

I’ve picked schticks that match what I want the characters to do, so each has a mix of Core schticks, Gun schticks, Fu schticks, Driving schticks, and even a couple of Scroungetech schticks. But the idea is that none of these are supernatural powers in any way—they are all just the result of specialized training and cool spy gear (like the Interceptor Drone that the Hacker uses).


I hope you find these interesting, and I’m certainly open to any feedback on how to make these even better. Let me know what you think in the comments.

Feng Shui © 1996, 1999, 2011, 2015 Robin D. Laws, published under license by
Trident Inc., d/b/a Atlas Games. Feng Shui is a trademark of Robin D. Laws, used
under license. Use of these copyrights and trademarks is done here without permission, and does not constitute a challenge to their ownership.