Feng Shui has four basics stats: Body, Chi, Mind, and Reflexes. Each has a number of substats and things associated with them...three or four, depending. Body definitely includes Constitution (basically health and the resilliance of your physical system), Strength (the power of your body), and Toughness (damage resistance, can be added to with armor). Body might include Move (the speed at which you run) as well, I guess on the principle that larger things move faster. This doesn't really seem to fit with our racial steriotypes, though...although orks and trolls are strong, their encumberance slows them down, and while windlings are tiney, they fly plenty fast. This is, of course, why they're separate-but-linked stats, and not a single stat. Windlings have Bod 2 (Mov 10) or something similar. We could move Move to Reflexes, but would then need a fourth component for Body. We do need a fourth component for either Body or Reflexes, then, for symmetry (since we're adding a fourth to Chi)
What Feng Shui calls Chi is being renamed to Karma. It has four substats: Fortune, Magic (better name, please), Attunement (used for intuitive magic) and Fu (used for adept powers, mostly so you can give an adept a high Fu and medium Fortune rather than a high Chi and make him an ubermage). Fortune points can be spent to add a d6 to a roll, which is a good karma mechanic. Karma-requiring charms now require Fu or Chi. Fortune points refresh once per session, but have a quirk: most of the "spend a point" stats in Chi are always checked against the full stat. Fortune is checked against the current value for everyone without a particular weird Journeyman schtick. Magic might be renamed to Threading, and is used for disciplined magic. Magic points are rarely spent, and only for big magical effects, and refresh between sessions. Attunement is used for Intuitive Magic. Though it uses Schticks with the same names as Magic, they need to be bought separately. Also, there's no direct equivalent to Magic Points: it's much harder for Intuitive Magicians to boost their spells the way Thread Weavers can. There'll probably be some hit-point equivalent which mages will know about, see the FSMagic page. Fu points seem to be the standard magic kicking-ass power source, and refresh every sequence (every few rounds of combat). They fuel Martial Arts schticks with some frequency, and could easily be used for Archer schticks and the like (like basing the AMO substat on Chi...just call it Fu, like everybody elses (yes, exactly --bts))
Mind is all that nonmystical, nonphysical stuff. Yeah, that. It includes Charisma, Willpower, Perception, and Intelligence. Charisma is understanding motivations and social interactions. It no longer includes presence; that's part of your character background and you're expected to just roleplay it. Will is the base for essentially no skills, because it's the TN for a *lot* of skills, spells, and other weirdshit. Combining it with Intelligence would make it far too powerful. Perception is both alertness and observation, including reading other people.
Reflexes includes Agility, Dexterity, and Speed. Speed is used for initiative, both how soon you act and how often. So the Weaponmaster speed bonuses might translate well to a schtick which lets you spend Fu to add your Archery to your Speed or some such. Agility is used for gross movement skills: Martial Arts, acrobatics, dancing. Dexterity is for fine motor skills, including driving and guns.
Note to Jesse: Fix-It is based off of Perception. Intelligence is the base for Medicine, Info, Journalism (Troubadour), and similar skills.
I'm looking at this again and thinking that Attunement should go away, and intuitive mages use the major stat (Karma).
Hrm. Here's something I wrote a bit back in regards to a FengShui coversion. It's in my www dir if you want to take a look. It still needs to be looked at a bit, but the basics are there. Also see the skill list attached to it. Heck, feel free to brouse the whole directory.--zebediah