Feng Shui doesn't use the "actor" concept. Characters are based on archetypes like Killer, Everyman Hero, Old Master, Sorcerer, or Cyborg. Every archetype starts with some base attributes and skills and you get to customize these and pick schticks (sort of like feats) and of course your character concept and background. There are gun schticks, martial arts ("fu") schticks, sorcery, arcanowave, and creature power schticks. So you can have gun experts who are great shooting two pistols from Both Guns Blazing or taking out lots of "mooks" (wimpy enemies for whom damage isn't tracked) with the Carnival of Carnage schtick. Fu schticks are divided into many paths, some of which are relatively realistic and some aren't. You get some which do extra damage, make it easier to dodge, there's drunken boxing, but then there are some shadow-based schticks (see in the dark, hide in the shadows, create a knife of pure darkness), fire-based ones, and a few other weird ones.
What the game has in common with Shadowfist is the world background - different periods of time are connected through the Netherworld, and each period is dominated by a faction. The players are heroes (Dragons) out to put an end to these factions or at least take them down a notch. But the game works fine even if you don't want to use that; the most recent FS game I played in was a 2-session adventure set in a mystic Japan.
The system is pretty simple - take your skill total in something like Martial Arts (or anything else, like Medicine or Seduction), and roll 2 different d6. One adds to the total, the other subtracts. 6s are re-rolled, giving a result of 6 plus the reroll. Anything stylistic in an attack (acrobatic maneuvers, diving for cover, whatever) incurs no penalty if it doesn't give some game-mechanical bonus.