TEXT: Kung Fu Classics
  Player’s Manual
  Playtest Edition  v0.4
  By Jonathan Nichol
  1
  
  Table of Contents
  Introduction..........................................................................3
  Chapter 1: Characters...........................................................4
  Chapter 2: Stunts..................................................................6
  Chapter 3: Equipment..........................................................9
  Chapter 4: Kung Fu Abilities.............................................11
  Appendix: New Spell Tables..............................................17
  Open Game License...........................................................20
  ABOUT THE GAME
  Kung Fu Classics is a supplement for Dungeon Crawl Classics that lets
  you roleplay a character from the fast, high-flying action of a kung fu
  movie.
  Kung Fu Classics is  inspired by the Flying Swordsmen roleplaying
  game by Dennis Laffey. It is an OSR RPG where players try to recreate
  the wild fun of fantasy martial arts books, movies, and comics. You can
  find it at http://lordgwydion.blogspot.com. Kung Fu Classics takes the
  Flying Swordsmen RPG and melds it with the rules of Dungeon Crawl
  Classics to create a new game of martial arts fantasy. This product is
  based on the Dungeon Crawl Classics Role Playing Game, published by
  Goodman Games. This product is published under license. Dungeon Crawl
  Classics and DCC RPG are trademarks of Goodman Games. All rights
  reserved. For additional information, visit www.goodmangames.com or
  contact info@goodman-games.com.
  2
  
  Introduction
  The goal of Kung Fu Classics is to emulate the awesome Kung Fu
  action from film and bring that to Dungeon Crawl Classics. In order to
  do this, I expanded the Mighty Deed into a Stunt Die that would allow
  you to perform any Kung Fu stunt and also a “build your own class”
  approach that lets you make any kind of kung fu character by choosing
  parts of the other classes.
  CHANGE LOG
  Version 0.4
  •
  Revised introduction
  •
  Expanded on “build your own class” 
  •
  Added punch and kick stunt examples
  •
  Changed saving throws so that stunt dice are added to them 
  rather than a set bonus.
  •
  Revised Level 1 Kung Fu Abilities
  3
  
  Chapter 1: Characters
  WHAT IS THE SAME
  The dice chain, ability scores, saving throws, and everything else not
  detailed in this document are all the same as what is in the Dungeon
  Crawl Classics book. 
  WHAT IS DIFFERENT
  Kung Fu Classics characters use the following table for leveling:
   
  Stunt
  Level 
   
       
      Die
   
          
   
   Action Dice 
   
          
   
   
  1 
  +d3
  1d20 
  2
  +d4 
  1d20 
  3
  +d5 
  1d20 
  4
  +d6 
  1d20 
  5
  +d7 
  1d20+1d14 
  6
  +d8 
  1d20+1d16 
  7
  +d10 
  1d20+1d20 
  8
  +d12 
  1d20+1d20
  9
  +d14 
  1d20+1d20
  10
  +d16 
  1d20+1d20+1d14
  BUILD YOUR OWN CLASS
  Characters in Kung Fu Classics build their own class by taking pieces
  from the other DCC classes. Instead of having set class features, Kung
  Fu Classics characters choose Kung Fu Abilities, which are special
  techniques  that  your  character  can  employ.  The  abilities  may  be
  offensive,  defensive,  or  allow  mobility  on  the  battlefield.  Taken
  together, they make up your character's martial arts style. All Kung Fu
  Classics characters start with 1d4 HP per level, a critical hit die of 1d4,
  critical hit table I, and a critical threat range of 20. They also have
  weapon training in every weapon. You may also add your level to your
  initiative roll  and spend a Luck point to avoid fumbles. All other
  aspects of your class depend on the Kung Fu Abilities you choose.
  4
  
  Number of Kung Fu Abilities By Level
  Character
  Kung Fu Ability Levels
  Level
  1
  2
  3
  4
  5
  1
  4
  -
  -
  -
  -
  2
  4
  1
  -
  -
  -
  3
  4
  2
  -
  -
  -
  4
  4
  3
  1
  -
  -
  5
  4
  3
  2
  -
  -
  6
  4
  3
  3
  1
  -
  7
  4
  4
  3
  2
  -
  8
  4
  4
  3
  3
  1
  9
  4
  4
  4
  3
  2
  10
  4
  5
  4
  3
  3
  Listings and details of Kung Fu Abilities can be found in Chapter 4.
  When  choosing  alignment,  you  may  want  to  use  the  following
  pantheons of gods for more of a Kung Fu Classics feel:
  Law
  The Celestial Bureaucracy
  Neutral
  The Five Dragon Kings 
  Chaos         
  The Ten Kings of Hell 
  5
  
  Chapter 2: Stunts
  Stunts are the heart of Kung Fu Classics and every Kung Fu Classics
  character gets a stunt die. The stunt die is similar to the deed die in
  DCC but it is used in three ways. First, in combat, each player will
  select one stunt to perform that round and roll their Stunt Die just like a
  DCC  Warrior does with a mighty deed. Secondly, out  of combat,
  characters may also perform Stunts. Thirdly, a stunt die is added to any
  saving throw a Kung Fu Classics character makes.
  COMBAT STUNTS
  The combat stunt is just like the mighty deed in normal Dungeon Crawl
  Classics. In combat,  at the beginning of  each round, a stunt may be
  declared. Then, the action dice and stunt die are rolled. If the result is a
  successful attack and the stunt die result is 3 or more, the stunt is
  successful. A result of 3 should be a stunt with small benefit and that
  benefit should increase with a result of 4, 5, or 6. A result of 7 or more
  on the Stunt Die should be a stunt with great benefit. Steel and Fury,
  from Purple Duck Games, is highly recommended  for examples of
  combat stunts.
  Additionally, regardless of whether the stunt is successful, the result of
  the stunt die becomes the character’s attack and damage bonus for the
  round. The following are just examples of how a punch or kick might
  be done.
  6
  
  PUNCH
  Roll
  Result
  3
  A hard jab that puts your opponent off balance. On their next 
  attack, they receive a -2 penalty.
  4
  Multiple punches stagger your opponent. They must make a 
  Ref save against the attack roll. If failed, they are knocked 
  prone. If successful, they still receive a -4 penalty to their 
  attack.
  5
  Knockdown! Opponent is prone.
  6
  Stunning blow! Opponent is stunned for 1d3 rounds and 
  receive a -2 penalty to attack every round they are stunned. 
  Attacks against a stunned opponent are at +2.
  7+
  Knockout! Opponent is knocked down and stunned for 2d3 
  rounds. Stunned opponents attack with a -2 penalty and 
  attacks against them are at +2.
  KICK
  Roll
  Result
  3
  A hard kick that puts your opponent off balance. On their 
  next attack, they receive a -2 penalty.
  4
  Multiple kicks push back your opponent. They must make a 
  Ref save against the attack roll. If failed, they are also 
  knocked prone. If successful, they still receive a -4 penalty to
  their next attack.
  5
  Sweep the leg! Opponent is knocked prone and must move at 
  ½ speed until healed.
  6
  Stunning kick! Opponent is stunned for 1d4 rounds and 
  receive a -2 penalty to attack every round they are stunned. 
  Attacks against a stunned opponent are at +2.
  7+
  Roundhouse kick! Opponent is knocked down and stunned 
  for 2d3 rounds. Stunned opponents attack with a -2 penalty 
  and attacks against them are at +2.
  7
  
  NON-COMBAT STUNTS
  These are made like a DCC skill check. The Judge determines the
  Difficulty Challenge (DC) and the player then rolls 1d20 and the stunt
  die. Then the appropriate modifiers are applied to the roll and the total
  is compared to the DC. If the result is equal to or higher than the DC,
  the stunt succeeds. Otherwise, it fails.
  If one character is attempting to perform a stunt to cancel a stunt
  attempted by another character, simply compare the results of the two
  rolls. The higher roll wins.
  I suggest skipping DC 5 and using DC 10 for tasks that require some
  skill, DC 15 for tasks such as leaping the gap between two city roofs,
  hurling a log at an oncoming bear, or grabbing a pouch lashed to the
  saddle of a galloping stallion, and DC 20 for super-human tasks.
  Some examples of out of combat stunts are:
  •
  Stunts involving brute strength, such as lifting heavy stones or
  breaking a table with your bare hands.
  •
  Stunts involving logical thinking or reasoning, such as solving
  a riddle or finding a loophole in bureaucratic regulations.
  •
  Stunts involving perception, judgment or common sense such
  as detecting lies or noticing an ambush before it is sprung.
  •
  Stunts involving balance, speed, or agility such as swinging on
  ropes or tumbling between a demon's legs.
  •
  Stunts involving resisting pain or physical hardship such as
  meditating under a waterfall, sleeping on a block of ice, or
  breaking free from a painful arm lock.
  •
  Stunts involving persuasion or leadership such as bargaining
  with a merchant or organizing villagers into a militia.
  8
  
  Chapter 3: Equipment
  These weapons can only be used by Warriors and Kung Fu Classics
  characters.
  Weapon 
  Damage    Range 
  Cost
  Double Stick^†
     
  1d6/1d8
  -
  1
  Long Staff*
  1d6
  -
  1
  Meteor Hammer    
  1d6
  -
  3 
  Monk's Spade*
     
  2d4
  -
  7 
  Monk's Stick^
  1d6
  -
  1 
  Sickle^
     
  1d6
  -
  1 
  Sword, Butterfly^ 
  1d6
  -
  10 
  Sword, Nine Ring 
  2d4
  -
  15 
  Three-Section Staff 
  1d7 
  -
  2
  Throwing Spikes†
  1d4/1d6         5/10/15
  1 (for 5 spikes)
  War Fan/Fire Wheel^†  
  1d4/1d6
  -
  3
  Whipping Chain    
  1d8
  -
  6 
  * Two-handed weapon. Characters using two-handed weapons use a
  d16 on initiative checks.
  † These weapons are particularly effective when used with the element
  of  surprise.  Succeeding  in  a  backstab  attempt  with  one  of  these
  weapons uses the second damage value listed. All other attacks use the
  first value.
  ^ When wielding a pair of these, use the Halfling rules for two-weapon
  fighting.
  Double Stick:  A pair of foot long pieces of wood connected with a
  thong or chain. These popular weapons are often used in pairs.
  Long Staff:  A popular weapon with both peasants and martial arts
  masters, the staff is easily disguised as a walking stick or carrying pole.
  Meteor Hammer: This tricky martial arts weapon consists of two
  heavy iron or brass balls at the ends of a long rope or chain. The ends
  are twirled and used to bash or entangle enemies.
  9
  
  Monk's Spade: This pole weapon has a flat-topped broad blade like a
  spade at the top, and often a concave crescent blade at the base. It was
  developed as a weapon by warrior monks.
  Monk's Stick: This short wooden rod has a small handle sticking out
  near the base. They are popular martial arts weapons, often used in
  pairs.
  Sickle:  A farm tool turned into a weapon. Martial artists often fight
  with them in pairs.
  Sword: There  are  many  types  of  swords  for  different  purposes.
  Butterfly swords (hudie shuangdao) are small broad blades, wielded in
  pairs by martial artists. Nine-ring swords (qian kun ri yue dao) are
  curved single-edged swords with several iron rings set into the back of
  the blade to aid in disarming opponents.
  Three-Section Staff: This weapon is similar to the double stick, but
  has three slightly longer rods attached by cords or chains.
  Throwing Spike: This covers all sorts of darts, blades, stars, or other
  small weapons designed to be thrown rather than used in melee. They
  are easy to conceal, and may be quickly thrown, but have short range
  and low damage potential. Throwing spikes are bought in sets of 5.
  War Fan/Fire Wheel:  Some war fans are flat, fixed fans made of
  metal, used as bludgeons. Others are folding fans with sharpened metal
  blades, used for cutting. The folding type are sometimes used in pairs.
  Fire wheels, rings of metal with a handle on one side and blades and
  spikes around the outside, are martial arts weapons often used in pairs.
  Whipping Chain: Whipping chains (bian) are made of seven or nine
  metal bars connected with chain, sometimes with a slashing barb at the
  end. They negate an opponent's Shield bonus to AC.
  ARMOR
  Most Kung Fu Classics characters do not wear armor, as abilities level
  2 or higher cannot be used while wearing armor that has a check
  penalty. Common soldiers and guards will wear armor, as will the
  occasional aristocrat, mercenary, or traveling merchant.
  10
  
  Chapter 4: Kung Fu Abilities
  Every player character, many NPCs, and even some monsters have
  access to kung fu abilities. Most are used only in combat, but some
  have uses outside of combat as well. The abilities listed here have
  stylistic names provided, and then a more technical name in brackets.
  Players  should  feel  free  to  change  the  names  of  their  character's
  abilities for flavor purposes, while the technical names can be used to
  remind the Judge of the effects of the renamed abilities.
  Kung Fu abilities are arranged into five levels. Characters gain more
  and higher level abilities as they gain levels. Judges may require that
  characters find someone to teach abilities, and spend time training to
  learn them. There are many organizations that can teach abilities, and
  there are masters willing to teach students in large cities and remote
  wilderness areas that PCs may seek out. Judges should also create new
  abilities for characters to discover.
  All  Kung Fu Classics  characters begin doing 1d4 points of damage
  with unarmed attacks. Kung Fu abilities can increase these values, as
  well as provide other bonuses to characters that learn them. 
  11
  
  LEVEL 1 ABILITIES
  Iron Hammer [Improved Hit Points & Critical Hit Die]: Your hit
  points gained per level and your critical hit die are 1d8 instead of
  1d4.You may take this again to increase both dice to 1d12.
  Cobra Strike [Improved Critical Hit Table]: Use critical hit table III
  instead of I and increase your Critical Threat Range to 19-20.
  Deadly Assassin [Backstab, Sneak Silently, Hide In Shadows, Pick
  Pocket, Climb Sheer Surfaces, Handle Poison]: You gain these skills
  and level up with them like a Thief.
  Excellent  Student  [Pick  Lock,  Find  Trap,  Disable  Trap,  Forge
  Document, Disguise Self, Read Languages, Cast Spell From Scroll]:
  You gain these skills and level up with them like a Thief.
  Healing Hands [Lay On Hands]: This allows you to lay on hands like a
  cleric. A failed roll increases the chance of Disapproval.
  Commune With The Gods [Divine Aid, Turn Unholy]: This allows
  you to seek divine aid and turn unholy like a Cleric. A failed roll
  increases the chance of Disapproval.
  Sorcerous Arts [Ability to cast spells]: This counts as two Kung Fu
  abilities and allows you to cast spells like a wizard.
  Sacrifice Flesh For Power [Spellburn]: This allows you to spellburn
  like a Wizard. This is required for some spells.
  Arcane Knowledge [Spells Known]: You learn four 1st level spells.
  12
  
  LEVEL 2 ABILITIES
  Arcane Knowledge 2 [Spells Known 2]: You learn two spells and they
  can be 1st or 2nd level spells.
  Crouching Tiger [Critical Hit Table]: Increase your critical hit table by
  1.
  Fists of Jade [Improved Damage]: Increase unarmed damage to 1d7.
  Grab the Serpent's Tail  [Disarm]: A successful attack at -2 to hit
  disarms  the  opponent.  A second  successful  attack  roll  allows  the
  attacker to decide where the weapon goes, otherwise it flies 2d6 feet in
  a random direction.
  Iron Monkey [Critical Hit Die]: Increase your critical hit die by 1 on
  the  following  chain:  d4-d6-d8-d10-d12-d14-d16-d20-d24-d30-2d20.
  You may take this ability multiple times.
  Little Whirlwind [Increase Speed]: Increase speed by 10x the stunt die
  result in feet for that Round.
  Stone  Ox  Charge  [Breakthrough]:  Wooden  walls  and  similar
  obstructions do not hinder movement or cause damage when breaking
  through them.
  Swaying Grass Stance [First Stance]: +2 AC.
  Tiger Vault [Leaping]: Jump 20' plus 1' per level, even from a dead
  stop.
  Tumbling Leaves [Lessen Fall]: Ignore falls of 20 feet or less, half 
  damage from greater falls.
  13
  
  LEVEL 3 ABILITIES
  Arcane  Knowledge  3 [Spells  Known  3]:  You  learn  two  spells
  consisting of 1st, 2nd, or 3rd level spells.
  Cloud Somersault [Flight]: Fly 60'+10' per level. Must land at the end
  of each round or fall.
  Crouching Tiger 2 [Critical Hit Table]: Increase your critical hit table
  by 1.
  Iron Skin  [Damage Reduction]: Take half damage from the selected
  type of weapon: blunt, missile, piercing, slashing. Magical weapons
  always do normal damage.
  Phoenix Strike [Double Damage]: Attack at one die step lower, and if
  successful  roll  double  the  normal  damage  dice  (modifiers  are
  unchanged).
  Secret of the Zodiac [Resist Magic]: +1 bonus for every 2 character
  levels to saving throws against magical spells and effects.
  Twin Viper Strike [Double Attack]: On a successful melee attack, a
  second opponent adjacent to the target struck with equal or lower AC
  also takes damage.
  Way of Water Stance  [Second Stance]: +2 AC, +1 more for each
  lesser stance known. (e.g. If you know Swaying Grass Stance and Way
  of Water Stance, you will have a total of +5AC.)
  14
  
  LEVEL 4 ABILITIES
  Arcane  Knowledge  4 [Spells  Known  4]:  You  learn  two  spells
  consisting of 1st, 2nd, 3rd, or 4th level spells.
  Blade Tempest [Whirlwind Attack]: Instead of normal attacks, make
  one  melee  attack  against  each  opponent  within  range,  up  to  the
  attacking character's level in targets.
  Hidden Dragon [Critical Threat Range]: Increase your critical threat
  range by one.
  Fists of Heaven  [Improve Damage 3]: Increase unarmed damage to
  1d8 + one die step for each lesser Improve Damage ability known.
  Immortal's Feet [Light Step]: The character may move at any speed
  on water, bamboo branches, or any other surface without touching the
  ground or leaving footprints. No traps or tripwires are set off, and no
  damage is taken from hazardous surfaces.
  Moving Wave Fist  [Chi Blast]: Make ranged chi attacks, damage
  1d12, range 60’.
  Twisting Bamboo Stance  [Third Stance]: +2 AC, +1 more for each
  lesser stance known.
  15
  
  LEVEL 5 ABILITIES
  Arcane  Knowledge  5 [Spells  Known  5]:  You  learn  two  spells
  consisting of 1st, 2nd, 3rd, 4th, or 5th level spells.
  Chi Leech [Absorb Life]: Heal an amount of hit points equal to that
  just inflicted on an opponent by one of the characters' attacks. Usable
  once per day.
  Hidden Dragon 2 [Critical Threat Range]: Increase your critical threat
  range by one.
  White Tiger Smash [Triple Damage]: Attack at one die step lower, and
  if  successful  roll  triple  the  normal  damage  dice  (modifiers  are
  unchanged). 
  Red Phoenix Stance [Final Stance]: +2 AC, +1 more for each lesser
  stance known.
  Way of the Black Tortoise [Damage Immunity]: Take no damage from
  the selected type of weapon: blunt, missile, piercing, slashing. Magical
  weapons always do normal damage.
  16
  
  Appendix: New Spell Tables
  These tables just combine the wizard and cleric spells from DCC.
  Randomly determining spells can be difficult when the number of
  spells is more than 30. You can simulate rolling a 40-sided die by
  rolling a 20-sided die and any other even-sided die. If the other even-
  sided die is even, just read the result of the 20-sided die. However, if it
  is odd, add 20 to the result of the 20-sided die.
  1st Level Spells
  1 Animal summoning 129
  2 Cantrip 130
  3 Charm person 131
  4 Chill touch 133
  5 Choking cloud 134
  6 Color spray 135
  7 Comprehend languages 136
  8 Detect magic* 260
  9 Ekim’s mystical mask 137
  10 Enlarge 139
  11 Feather fall 140
  12 Find familiar 141
  13 Flaming hands 142
  14 Force manipulation 143
  15 Invoke patron** 144
  16 Magic missile 144
  17 Magic shield 146
  18 Mending 147
  19 Patron bond** 148
  20 Read magic 152
  21 Ropework 153
  22 Runic alphabet, mortal 154
  23 Sleep 155
  24 Spider climb 156
  25 Ventriloquism 158
  26 Ward portal 160
  27 (Patron spell)***
  28 Blessing* 255
  29 Darkness* 258
  30 Food of the gods* 262
  31 Holy sanctuary* 263
  32 Protection from evil* 265
  33 Resist cold or heat* 266
  34 Second sight* 267
  35 Word of command* 268
  * On a result of natural 1, the wizard suffers a 50% chance of major
  corruption or misfire, rolling on the generic tables as appropriate.
  ** If either  patron bond  or  invoke patron  is rolled, the  Kung Fu
  Classics character receives both of these spells, but they count as only
  one spell slot.
  *** Ignore this result if the wizard does not have the spell patron bond.
  If the wizard has that spell, he also gains the appropriate patron spell.
  Consult your judge for more information.
  17
  
  2nd Level Spells
  1 Arcane Affinity 162
  2 Detect evil* 259
  3 Detect invisible 165
  4 ESP 166
  5 Fire resistance 169
  6 Forget 170
  7 Invisibility 172
  8 Invisible Companion 173
  9 Knock 175
  10 Levitate 176
  11 Locate object 178
  12 Magic mouth 180
  13 Mirror image 182
  14 Monster summoning 184
  15 Nythuul’s porcupine
       coat 186
  16 Phantasm 187
  17 Ray of enfeeblement 190
  18 Scare 191
  19 Scorching ray 192
  20 Shatter 193
  21 Spider web 198
  22 Strength 198
  23 Wizard Staff 199
  24 (Patron spell)***
  25 Banish* 269
  26 Cure Paralysis* 272
  27 Curse* 273
  28 Divine symbol* 275
  29 Lotus stare* 276
  30 Neutralize poison or
       disease* 277
  31 Restore vitality* 278
  32 Snake charm* 280
  33 Stinging stone* 282
  34 Wood Wyrding* 284
  3rd Level Spells
  1 Binding* 270
  2 Breathe life 202
  3 Consult spirit 204
  4 Demon Summoning 206
  5 Dispel magic 208
  6 Eldritch hound 211
  7 Emrikol’s entropic
     maelstrom 213
  8 Eternal champion 214
  9 Fireball 216
  10 Fly 217
  11 Gust of wind 219
  12 Haste 221
  13 Lightning bolt 222
  14 Make potion 223
  15 Paralysis 264
  16 Planar step 225
  17 Runic alphabet, fey 227
  18 Slow 228
  19 Sword magic 229
  20 Transference 232
  21 Turn to stone 233
  22 Water breathing 235
  23 Write magic 236
  24 (Patron spell)***
  25 Animate dead* 285
  26 Bolt from the blue* 287
  27 Exorcise* 288
  28 Remove curse* 289
  29 Speak with the dead* 290
  30 Spiritual weapon* 291
  31 True name* 293
  18
  
  4th Level Spells
  1 Control fire 238
  2 Control ice 239
  3 Lokerimon’s orderly
     assistance 241
  4 Polymorph 243
  5 Transmute earth 244
  6 Wizard sense 245
  7 Affliction of the gods* 295
  8 Cause earthquake* 296
  9 Sanctify / desecrate* 298
  10 Vermin blight* 300
  5th Level Spells
  1 Hepsoj’s fecund fungi 247
  2 Lokerimon’s unerring
     hunter 249
  3 Magic bulwark 251
  4 Mind purge 252
  5 Replication 253
  6 Righteous fire* 301
  7 Weather control* 302
  8 Whirling doom* 303
  19
  
  Open Game License
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  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant
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  Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You are contributing original material as Open Game
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  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to
  include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying,
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  name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  20
  
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to
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  10 Copy of this License: You MUST include a copy of this License with every copy of the Open
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  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with
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  13 Termination: This License will terminate automatically if You fail to comply with all terms herein
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  14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan
  Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce
  R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax
  and Dave Arneson.
  Flying Swordsmen RPG Copyright 2012, Dennis Laffey.
  Kung Fu Classics, Copyright 2021  Jonathan Nichol.
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SOURCE: textdata/thevault/Dungeon Crawl Classics/DCC Adventures & Settings/Kung Fu Classics (DCC)/Kung Fu Classics Player's Manual [v0.4] (DCC).pdf