Vibro Naginata: This is a polearm weapon which on the end has a curved vibro-blade. No others weapons can be held while using this weapon in combat (though a Praxian or small Southern Cross shields can be used).
Weight: 8lbs
Mega-Damage: 4d6 M.D. (remember two-handed weapon)
Length:Shaft: 6ft, Blade: 1.5ft
Payload: E-clip provides 30 minutes of power. Protoculture clip provides 4 hours of power
Vibro Forearm Blades: These sometime replace the retractable SDC blades on the Praxians armour. The concealment factor can be a life saver.
Weight: 3lbs each
Mega-Damage: 1d4+1 M.D.
Length: Blades have a length of 2ft
Payload: E-clip provides 1 hour of power. Protoculture clip provides 8 hours of power
CHARACTER BONUSES:
COMBAT SKILLS:
SKILLS INCLUDED IN TRAINING:
LEVEL ADVANCEMENT BONUSES
Has the ability to do Mega-Damage with a power-strike like the Carbonarans, except that it is half of what a Carbonaran can deal out.
Add 1 to P.P.
Add 15 to S.D.C.
Basic Defensive Moves: Parry, Dodge, Automatic Parry, Auto-Dodge (natural roll, no bonuses at all)
Weapon Proficienies: W.P. Spear, W.P. Throwing/Targeting, W.P. Knife
Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike
Physical: Archery
Philosophical Training: Practitioners of Gesh-Nenu are held to an extremely strict code of honor based on the tribal law of the Amazons. The only ones who are protected under this code, however, are other Amazons, allies, honorable enemies, and innocents. Respect must be shown to superior martial artists and elders at all times; courtesy to one's host is very important as well. Lethal force is not only expected but encouraged in battle (except for sparring/practice and contests of prowess), but honorable or skilled opponents must always be given the opportunity to surrender.
Level 1: Starts w/ 3 attacks per melee.+3 to roll with punch, +1 to dodge.
Level 2: +1 to parry, +1 to strike with kick attacks and jump kicks
Level 3: +1 to auto-dodge.
Level 4: Critical Strike on natural 19-20, +1 to strike with leap attacks and jump kicks
Level 5: +2 to parry and dodge, +1 to strike, +1 to roll with punch.
Level 6: +1 attack per melee.
Level 7: Critical Strike on natural 18-20, Death Blow on natural 20, +5 to Spd
Level 8: +1 to PP.
Level 9: +3 to parry and dodge, +1 to strike.
Level 10: +1 to PP, +15 to SDC, +2 to strike
Level 11: +1 attack per melee, Death Blow on natural 19-20
Level 12: +1 attack per melee, +1 to strike, parry, and dodge
Level 13: +1 to PS and PE, +1 to Body Flip/Throw
Level 14: +2 to auto-dodge.
Level 15: +1 attack per melee