Kyodai na Keru Do (Way of the Giant Kick)
By Ray Bull

This style was founded in 1989 by Matayoshi Takeda. Takeda was originally a Taido stylist, but while watching a Capoeira demonstration he was amazed by the grace, beauty, and originality of the style. Breaking away from the Taido teachings, Takeda began to follow his own path. Combining what he knew with what he learned of Capoeira, Takeda then formed his own school. Tragedy struck in 1995. The massive Kobe earthquake demolished the school. Master Matayoshi was believed to be in the school, but no-one knows since his body has never been found. His -hopeful- students believe him to be on a muso-shugyo (Warrior's pilgrimage) since he was enamored of Japan's Warring States Period. Others believe him to be on a pilgrimage to all of the Buddhist temples in Japan, because Takeda was a devout Buddhist and talked about this often.

A student of Kyodai na Keru Do (KnKD), is a whirlwind of motion in combat. Leaping and moving at every possible angle, a KnKD stylist buries his opponent underneath a flurry of kicks.

The only school of Kyodai na Keru Do is in Kobe, Japan and is currently being run by the most senior student.

Entrance Requirements: P.P.: 12+ 
Skill Cost: 8 years (Primary), 4 years (Secondary)

Costume: standard Karate Gi
Stance

CHARACTER BONUSES

Add +1 to P.S.
Add +2 to P.P.
Add +1 to P.E.
Add +3 to Spd.
Add +10 to S.D.C.

COMBAT SKILLS
Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact, Leap, Cartwheel, Backflip
Attack Moves: Backflip, Cartwheel, Handstand, Leap
Basic Defense Moves: Dodge, Parry, Automatic Parry
Advanced Defense Moves: Multiple Dodge, Breakfall
Hand Attacks: Strike (Punch), Backhand, Palm Strike, Knife Hand
Basic Foot Attacks: Kick Attack, Snap kick, Roundhouse Kick, Crescent Kick, Wheel Kick, Axe Kick, Sweep Kick, Trip/Leg hook, Backwards Sweep, Drop Kick, Reverse Turning Kick
Jumping Foot Attacks: Jump Kick, Flying Jump Kick, Flying Reverse Turning Kick, Flying Reverse Spinning Kick (see Taido: page 115, N&SS), Double Jump Kick (New! Special! The character jumps up a kicks out with both legs at the same time, striking two different targets. It deals a 1d8 damage Critical Strike to each target. This must be the first and only attack of the melee round.)
Special Attacks: Knee, Deathblow, Leap Attack, Spinning Leap Attack (see Taido: page 115, N&SS)
Modifiers to Attacks: Pull Punch, Pull Kick, Critical Strike, Critical Strike from Behind

SKILLS INCLUDED IN TRAINING
Martial Art Powers: Automatically receive Body Hardening Exercise: Kick Practice. You may select a total of two (2) Powers from among Body Hardening Exercises, Martial Arts Techniques, or Special Katas (No Weapon Katas Allowed). 
Languages: Japanese
Physical: Aerobics, Plyometrics
Philosophical Training: Buddhism

If this is your Primary Martial Arts Style then the following other styles can be learned in a shorter time. Cha Chuan (5 Years), Kuk Sool (4 years), Tae Kwon Do (4 years), Taido (7 Years)

LEVEL ADVANCEMENT BONUSES
Level 1: +1 to Damage, Critical Strike from Behind, Critical Strike on a Natural 20
Level 2: +2 to Roll with Punch/Fall/Impact, Select one (1) Martial Arts Power from Body Hardening Exercises, Martial Arts Techniques, or Special Katas (No Weapon Katas Allowed) 
Level 3: +1 to Maintain Balance, +1 to Parry/Dodge
Level 4: +1 to Leap (Add 6 feet to Leap distance), +1 to Strike with Jump Attacks
Level 5: +1 Attack per Melee, +1 to Strike
Level 6: Deathblow on a Natural 20, Select one (1) Martial Arts Power from Body Hardening Exercises, Martial Arts Techniques, or Special Katas (No Weapon Katas Allowed)
Level 7: +1 to Damage, +1 to Roll with Punch/Fall/Impact
Level 8: Critical Strike on a Natural 18+, +1 to Strike with Jump Attacks
Level 9: +1 Attack per Melee, +1 to Parry/Dodge
Level 10: +1 to Roll with Punch/Fall/Impact, Select one (1) Martial Arts Power from Body Hardening Exercises, Martial Arts Techniques, or Special Katas (No Weapon Katas Allowed)
Level 11: +1 Attack per Melee, +1 to Strike
Level 12: +1 to Leap (Add 6 feet to Leap distance), +1 to Strike with Jump Attacks
Level 13: +1 to Maintain Balance, +1 to Damage
Level 14: +1 to Roll with Punch/Fall/Impact, Select either Chi Mastery [Positive]: Body Chi or Chi Mastery [Positive]: Lightning Speed
Level 15: +1 Attack per Melee, +1 to Parry/Dodge

Why Study KYODAI NA KERU DO?

A fast, dynamic martial art that is the ultimate in kicking styles. While Kyodai na Keru Do is able to deal with multiple attackers, it has problems confronting grappling stylists. 

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