Kyodai na Keru Do (Way of the Giant Kick)
By Ray Bull
Entrance Requirements: P.P.: 12+
Skill Cost: 8 years (Primary), 4 years (Secondary)
Costume: standard Karate Gi
Stance:
CHARACTER BONUSES
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
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?