TEXT: Kung Fu Classics
  By Jonathan Nichol
  Table of Contents
  Introduction 
  2
  Chapter 1: Characters
  3
  Chapter 2: Stunts
  7
  Chapter 3: Equipment 
  9
  Chapter 4: Martial Arts Maneuvers
  11
  OGL 
  17
  1
  
  Introduction
  ABOUT THE GAME
  Kung Fu Classics is a supplement for Dungeon Crawl Classics that
  lets you roleplay in the fast, high-flying action of a kung fu movie like
  the ones starring Bruce Lee, Jet Li, Jackie Chan, Michelle Yeoh,
  Chow Yun Fat, Maggie Cheung, Donnie Yuen, Zhang Ziyi, and more. 
  Kung  Fu  Classics  is  heavily  based  on  the  Flying  Swordsmen
  roleplaying game. It's  an  excellent  OSR  RPG written  by Dennis
  Laffey 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  Flying
  Swordsmen and melds it with the rules of Dungeon Crawl Classics to
  create a new game of martial arts fantasy. 
  XIA
  The kung fu movies with larger than life martial feats, and the books
  and comics from China and Hong Kong that inspired them are called
  Wuxia, meaning “Martial Chivalry.” The heroes of these stories are
  called Xia.
  Xia is a Chinese word that roughly translates to “chivalrous” or
  “honorable” but also refers to a breed of martial artist who lives
  outside the norms of society but follows a code of honor. In Kung Fu
  Classics,  all  player  characters  are  Xia.  They  may  be  warriors
  dedicated solely to the martial arts, or they may mix their martial arts
  with magic or special skills. In Kung Fu Classics, these Xia come
  together as a team to battle villains and monsters, go on quests, seek
  out lost martial arts maneuvers, or nearly anything you can imagine.
  2
  
  THE XIA CODE
  The virtues in the code of Xia are righteousness and honor. It also
  emphasizes  the  importance  of  repaying  benefactors  after  having
  received deeds of grace as well as seeking vengeance to bring villains
  to justice. Here are eight common attributes of Xia:
  •
  Altruism
  •
  Justice
  •
  Individualism
  •
  Loyalty
  •
  Courage
  •
  Truthfulness
  •
  Disregard for wealth
  •
  Disregard desire for glory
  The  code  is  not  set  in  stone,  because  of  the  emphasis  on
  Individualism. For some Xia, their every action will seek to conform
  to their ideals. For others, the ends will justify the means. It's up to
  each player to decide how they will roleplay their character.
  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's in the Dungeon
  Crawl Classics book.
  WHAT IS DIFFERENT
  Stunts are the heart of Kung Fu Classics and everyone gets a stunt die.
  The stunt die is similar to the deed die in DCC but it is used in two
  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. To perform a Stunt out of combat, roll the stunt die plus a d20
  plus any attribute modifier. If the total meets or beats the Difficulty
  Challenge (DC) set by the Judge, the Stunt is successful.  Stunt die
  results are added to attacks and damage during combat. 
  3
  
  STUNT DIE TABLE
  Level
  Stunt Die
  1
  d3
  2
  d4
  3
  d5
  4
  d6
  5
  d7
  6
  d8
  7
  d10
  8
  d12
  9
  d14
  10
  d16
  MARTIAL ARTS MANEUVERS
  Martial Arts Maneuvers are special techniques that your character can
  employ in combat if they are not wearing armor with a check penalty.
  The Maneuvers may be offensive, defensive, or allow mobility on the
  battlefield. Taken together, they make up your character's martial arts
  style. All characters gain a set number of Maneuvers determined by
  the character's level.
  Martial Arts Maneuvers By Level
  Character
  Martial Arts Maneuver Levels
  Level
  1
  2
  3
  4
  5
  1
  2
  -
  -
  -
  -
  2
  2
  1
  -
  -
  -
  3
  3
  2
  -
  -
  -
  4
  4
  2
  1
  -
  -
  5
  4
  2
  2
  -
  -
  6
  5
  3
  2
  1
  -
  7
  5
  3
  3
  2
  -
  8
  5
  4
  3
  2
  1
  9
  6
  4
  3
  2
  2
  10
  7
  5
  4
  3
  3
  4
  
  CHARACTER CLASSES
  There are four classes available for players to choose from: Shaman,
  Thief, Warrior, and Wizard,. These are very similar to the classes in
  DCC (with the Shaman being the Cleric renamed) but a Stunt Die and
  Martial Arts maneuvers have been added to each class.
  SHAMAN
  Shamans do not receive their regular attack bonus. Instead, they get a
  Stunt  Die.  When  Shamans  choose  an  alignment,  they also  align
  themselves  with  one  of  the  following  pantheon  of  gods,  which
  determines weapon training and creatures turned by Turn Unholy.
  Alignment: Law
  Pantheon of Gods: The Celestial Bureaucracy
  Weapon Training: Club, mace, sling, sickle, staff, war fan, 
      warhammer
  Unholy Creatures: Undead, demons, devils, chaotic extraplanar
      creatures, monsters, Chaos Primes, chaotic
      humanoids, chaotic dragons
  Alignment: Neutral
  Pantheon of Gods: The Five Dragon Kings
  Weapon Training: Dagger, mace, sickle, sling, spear, staff, 
      sword (any), war fan
  Unholy Creatures: Mundane animals, undead, demons, devils,
      monsters, lycanthropes, perversions of nature 
  Alignment: Chaos
  Pantheon of Gods: The Ten Kings of Hell
  Weapon Training: Axe (any), bow (any), dagger, dart, flail, sickle, 
      war fan
  Unholy Creatures: Angels, paladins, lawful dragons, Lords of Law, 
      Lawful Primes, and Law-aligned humanoids 
  5
  
  THIEF
  Thieves do not receive their regular attack bonus. Instead, they get a
  Stunt Die.  Thieves have a Backstab attack but it cannot be used in
  combination with a Stunt. In addition to their normal weapon training,
  they are also trained in the double stick, monk's stick, sickle, sword
  (butterfly), throwing spikes, war fan and whipping chain.
  WARRIOR
  Instead of a deed die and mighty deeds, Warriors get a Stunt Die like
  every  other  class.  In  addition  to  their  normal  weapon  training,
  Warriors are also trained in every weapon found in this document.
  Rolling with choice: Warriors get to roll with choice all their attack,
  damage, and critical hit rolls. This means they roll an additional die of
  the same die type for each of those rolls and can choose which of the
  dice they want to use. For example, for an attack roll of 1d20, a
  Warrior rolls 2d20 and chooses which of the die results they want to
  use for the attack roll.
  WIZARD
  Wizards do not receive their regular attack bonus. Instead, they get a
  Stunt Die. In addition to a Wizard's normal weapon training, they are
  also  trained  in  the  three-section  staff,  war  fan,  and  crossbows.
  However, wizards must also subtract  3  from  every non-magical
  attack roll.
  6
  
  Chapter 2: Stunts
  There are two types of stunts, in combat stunts and out of combat
  stunts, and they are handled in different ways.
  COMBAT STUNTS
  The combat stunt is just like the mighty deed in normal Dungeon
  Crawl Classics. In combat, 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 pf 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 as examples of combat stunts.
  OUT OF COMBAT STUNTS
  These are made like a 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.
  7
  
  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
  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 (5)
  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. A thief who succeeds in a backstab attempt with
  one of these weapons uses the second damage value listed. All other
  classes and all other thief 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 Xia do not wear armor, as Martial Arts Maneuvers 
  cannot be used while wearing armor with a check penalty. Shields can
  still be used. Common soldiers and guards will wear armor, as will the
  occasional aristocrat, mercenary, or traveling merchant.
  10
  
  Chapter 4: Martial Arts Maneuvers
  MARTIAL ARTS
  Every player character, many NPCs, and even some monsters have
  access to martial arts maneuvers. Most are used only in combat, but
  some have uses outside of combat as well. The martial arts 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 maneuvers for flavor purposes, while the technical names
  can be used to remind the Judge of the effects of the renamed abilities.
  Martial arts maneuvers are arranged into five levels. Characters gain
  more and higher level maneuvers as they gain levels. Judges may
  require that characters find someone to teach maneuvers, and spend
  time training to learn them. There are many organizations that can
  teach maneuvers, 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 maneuvers for characters to discover.
  All  characters  begin  doing  1d4  points  of  damage  with  unarmed
  attacks. Martial arts maneuvers can increase these values, as well as
  provide other bonuses to characters that learn them. Most maneuvers
  can be learned by any character with a space available to gain a new
  one upon gaining a level.
  11
  
  LEVEL 1 MANEUVERS
  Changing Seasons  [Weapon Proficiency]: Gain weapon training in
  one group of similar weapons (axes, swords, polearms, bows, flexible
  weapons, etc.) 
  Fists of Steel  [Improved Damage 1]: Increase unarmed damage to
  1d6.
  Grasping Monkey  [Improved Grapple]: When grappling, roll two
  stunt dice and keep the better one.
  Hornet's Sting [Stun]: Attack at -2, and the target hit must make a
  Fortitude save at DC 15 or be stunned for 1 round. Stunned characters
  cannot perform a stunt and suffer -4 to AC.
  Little Whirlwind [Increase Speed]: Increase speed by 10x the stunt
  die result in feet for that Round.
  Monkey's Dance [Withdraw]: Do not draw attacks when withdrawing
  from melee.
  Snatch the Pebble  [Improved Called Shot]: +1 to your Stunt Die
  result for any stunt involving called shots.
  Spider Scuttle [Prone Fighting]: Suffer no penalties when in a prone
  position.
  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.
  Waves on the Beach  [Instant Stand]: Stand from a prone position
  without losing actions for the round.
  12
  
  LEVEL 2 MANEUVERS
  Cleanse the Chi [Healing]: Once per day, the character may roll 1 hit
  die and regain that many hit points per level.
  Dragon and Tiger  [Extra Attack]: The character may attack twice
  with a normal action die.
  Felling Trees [Trip/Throw]: A successful attack at -2 to hit knocks the
  opponent prone. Prone targets suffer -4 to AC and must spend one
  round to get up.
  Fists of Jade [Improved Damage 2]: Increase unarmed damage to 1d7
  + one die step for each lesser damage maneuver known.
  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.
  Immortal's Sight [Perception]: Detect opponents on all sides equally,
  unless hidden or invisible.
  Monk's Step  [Balance]: Never lose balance when walking on the
  narrowest of wires or slipperiest of surfaces, but movement is at half
  speed.
  Secret of the Trigram [Fast Spellcasting]: When casting spells, roll
  initiative with choice. Only Shamans and Wizards may learn this
  maneuver.
  Stone  Ox  Charge  [Breakthrough]:  Wooden  walls  and  similar
  obstructions do not hinder movement or cause damage when breaking
  through them.
  Way of Water Stance [Second Stance]: +4 AC, +1 more if Swaying
  Grass Stance is also known.
  13
  
  LEVEL 3 MANEUVERS
  Biting Wolf  [Upgrade Weapon]: Roll with choice for any single
  weapon when used by the character.
  Cloud Somersault [Flight]: Fly 60'+10' per level. Must land at the
  end of each round or fall.
  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.
  Shooting Star Strike  [Lesser Immobilize]: Attack at one die step
  lower, and after the target takes damage, it must  make a Fortitude
  save at DC 15 or be immobilized for 1 round. Immobilized characters
  cannot perform any actions and are automatically hit.
  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.
  Twisting Bamboo Stance [Third Stance]: +6 AC,  +1 more for each
  lesser stance known.
  14
  
  LEVEL 4 MANEUVERS
  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.
  Demon's Reflexes [Initiative Boost]: Roll with choice for all initiative
  rolls.
  Fists of Heaven [Improve Damage 3]: Increase unarmed damage to
  1d8 + one die step for each lesser damage maneuver 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.
  Touch of the Yellow Springs  [Debilitate]: An opponent hit must
  make a Fortitude save at DC 17 or lose 1 point of Constitution
  immediately, and each day thereafter (save at DC 27 each day) until
  the character dies or is magically cured.
  15
  
  LEVEL 5 MANEUVERS
  Chi Leech [Absorb Life]: Heal an amount of hit points equal to that
  just inflicted on an opponent by one of the characters' martial arts
  attacks. Usable once per day.
  White Tiger Smash [Triple Damage]: Attack at one die step lower,
  and if successful roll triple the normal damage dice (modifiers are
  unchanged).
  Green  Dragon's  Touch  [Cure  Disease]:  Cure  any  one  disease
  magically, once per week.
  Yellow Unicorn Strike  [Greater Immobilize]: Attack at -4, and the
  target hit must make a Fortitude save at DC 15 or be immobilized for
  1d4+1 rounds. Immobilized characters cannot perform any actions
  and are automatically hit.
  Red Phoenix Stance [Final Stance]: +8 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
  
  Open Game License
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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 2020  Jonathan Nichol.
  18
  
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