Your SlideShare is downloading. ×
Rulebook_0.4.doc
Upcoming SlideShare
Loading in...5
×

Thanks for flagging this SlideShare!

Oops! An error has occurred.

×
Saving this for later? Get the SlideShare app to save on your phone or tablet. Read anywhere, anytime – even offline.
Text the download link to your phone
Standard text messaging rates apply

Rulebook_0.4.doc

1,266
views

Published on


0 Comments
0 Likes
Statistics
Notes
  • Be the first to comment

  • Be the first to like this

No Downloads
Views
Total Views
1,266
On Slideshare
0
From Embeds
0
Number of Embeds
0
Actions
Shares
0
Downloads
6
Comments
0
Likes
0
Embeds 0
No embeds

Report content
Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
No notes for slide

Transcript

  • 1. 1 Lylat Characters Ian Galvin & Adam Shands The d20 Modern system, logo, and all core materials are Copyright 2000, Wizards of the Coast, Inc. Starfox, the Starfox logo, and all Starfox characters and materials are Copyright Nintendo. Any materials drawn from fan-written materials are Copyright the author(s) thereof. The d20 Lylat Core Rulebook is © 2004, Ian Galvin.
  • 2. d20 Lylat Ian Galvin & Adam Shands The d20 Modern system, logo, and all core materials are © 2000, Wizards of the Coast, Inc.2 d20 Future is © 2004, Wizards of the Coast, Inc. Starfox, the Starfox logo, and all Starfox characters and materials are © Nintendo. Any materials drawn from fan-written materials are © the author(s) thereof. The d20 Lylat Core Rulebook is © 2004, Ian Galvin.
  • 3. 3 Characters Rulebook Design Team Ian Galvin, Adam Shands Cover Design Fan Fiction Ian Galvin Destructor - Phoenix from the Ashes Interior Falkner McLeod - Eagle Rising Graphics Unryu - Trial by Fire Adam Shands Arwing Landing Playtester Capcom Glock Credits Heckler & Koch Brendan Galvin Jeuxfrance.com Darkjoker324 Namco Epyon2050 Nintendo Laladien Michael McNeil Peter Schiffer Starlessnight Special Thanks To Icefox KavirDysan Mike Barker Morrius S. John Ross The Ghost of Vixette Based on the Video Game Series by The d20 Modern system, logo, and all core materials are Copyright 2000, Wizards of the Coast, Inc. Starfox, the Starfox logo, and all Starfox characters and materials are Copyright Nintendo. Any materials drawn from fan-written materials are Copyright the author(s) thereof. The d20 Lylat Core Rulebook is © 2004, Ian Galvin.
  • 4. 2 Introduction Introduction Table of Contents Chapter 1: Characters.............................................................5 Basic Races........................................................................................5 Variant: Interracial Marriage....................................................20 Expanded Skills................................................................................21 Expanded Feats................................................................................23 Advanced Classes.............................................................................27 Shock Trooper.............................................................................27 Flight Ace....................................................................................29 Sleeper Agent..............................................................................33 Wing Commander.......................................................................35 Chapter 2: Campaigns...........................................................38 Tips and Tricks.................................................................................47 Little List of Plot Twists..................................................................48 Chapter 3: Equipment...........................................................50 Weapons...........................................................................................50 Armor...............................................................................................61 Pressure Suits...................................................................................63 General Equipment...........................................................................66 Chapter 4: Locations..............................................................70 The Lylat System.............................................................................70 Papetoon.....................................................................................70 Titania.........................................................................................70 Katina..........................................................................................71 Venom..........................................................................................71 Macbeth.......................................................................................72 Corneria......................................................................................73 Zoness..........................................................................................74 Aquas...........................................................................................74 Fortuna........................................................................................75 Other Locations................................................................................75 Chapter 5: Vehicles................................................................80 Classifications..................................................................................81 Descriptions......................................................................................85 Starship Weapons.............................................................................90 Schematic: Arwing MkI..............................................................95 Schematic: Arwing MkIII...........................................................97 Schematic: Landmaster..............................................................99 Schematic: Blue-Marine..........................................................101 Chapter 6: Cyberware.........................................................103 Open Gaming License...........................................................104 Chapter 6: Cyberware.........................................................104 Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 5. Introduction d20 Lylat provides the building blocks for a campaign based on Nintendo’s popular series of video games, Starfox. Set in the future and far from Earth, races bearing more resemblance to animals than humans use technology far in advance of our own. Why? You decide. Perhaps an interplanetary war threatens to destroy two clans of Wolves, and a few soldiers have figured out how to turn the tide. A rogue geneticist may be creating an army of cyborg clones, unaware of the group of curious students who have uncovered his plot. You could even construct a campaign around one or all of the Starfox games themselves, where the players take control of their favorite heroes from the Nintendo franchise. The choice is up to you. What You Need to Play This product requires the use of the d20 Modern Roleplaying Game and d20 Future to play. This rulebook uses the d20 Modern rules for character creation and advancement, combat, and monster design, and uses the d20 Future rules for starships, combat, cybernetics, and other ‘futuristic’ elements. All PL6 weapons, items, vehicles, starships, and other material in d20 Future are compatible with this setting. In addition, you will need several dice of various types: one four-sided, four six-sided, one eight-sided, two ten-sided, one twelve-sided, and one twenty-sided. Additional dice may be needed as circumstances dictate, but this is the bare minimum required to play an average campaign. Some scratch paper and pencils will also be useful for notes, mapmaking, and other uses as the game unfolds (throwing at the GM when he hoses you), but are not required. What is d20 Lylat? This book is a Progress Level 6 campaign setting for use with the d20 Future add-on for the d20 Modern Roleplaying Game. It gives the basic rules and information necessary to create a campaign in the fictional world of Starfox, using the rules of the d20 Modern Roleplaying Game and many of the additional rules and materials presented in d20 Future. The Setting The star system, Lylat, is 40 light-years from Earth, and has no contact with Humans. The timeframe is somewhere around AD 2700-2800 (CE for you politically-correct folks), several centuries in the future. They have discovered and implemented laser technology, and have some rudimentary plasma devices as well (PL6, bordering on PL7). They do not dabble in time manipulation, but are researching lightspeed travel (though it has not yet been attained). There are two main central governments, each of which encompasses several of the planets in the system. There is a single, universally-accepted currency, Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 6. 4 Introduction Introduction the Lira. Travel between planets is commonplace, as demonstrated by the millions of Cornerian citizens who vacation on Zoness every year. Recently, there was a large series of conflicts referred to as the Great Lylat Wars, in which the Cornerian Armed Forces fought the Venomian Empire. The war was won with the aid of a team of mercenaries under the name of Starfox, who defeated the head of the Empire, Dr. Andross Oikonny. Since then, much effort has been put into rebuilding the shattered worlds of Zoness and Corneria, the two main battlegrounds. Corneria still maintains a strong military, and keeps tabs around the system – just in case… Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 7. Chapter 1: Characters d20 Lylat uses the d20 Modern Roleplaying Game’s rules for character creation and advancement. What this chapter does is cover the basics of the new races, skills, feats, classes, advanced classes, and professions for use in a d20 Lylat campaign. Size is always Medium unless stated otherwise. As always, be sure to check with your GM before creating a character, to make sure you know the rules of the specific campaign. Races cities, preferring instead to live in small neighborhoods and Avian suburbs. They do not get along well with Toads. Personality Avians are intelligent, Alignment agile, and strong-willed. They Avians are chaotic at are often rebellious, having a times. They seldom respect natural feeling of superiority the law, and never over others. They tend to have play by someone Avian Racial Traits a very colorful vocabulary, else’s rules. -2 Str, -4 Con , +4 Int, +2 Wis. Avians are smart, Despite this, they but fragile. often getting them in trouble Base speed is 30 feet. with superiors. often have good Keen Vision: Avians receive a +2 Racial Modifier morals and sound to Spot checks. judgment. Natural Flyers: Avians receive a +4 Racial Physical Description Modifier to Pilot checks. Avians average between 6 Squawk: Avians have the ability to let out a high- and 6 ½ feet tall. They are Homeworld pitched cry as a full action, deafening all within very light-boned, and they tend Avians mostly hearing range for 1d4 rounds. come from Zoness, ECL: +1 to weigh around 100-120 pounds. They have keen preferring the eyesight, but their other senses temperate climate and lush are only average. They are scenery. They are also covered from head to toe in common on Corneria, where fine feathers that resemble fur most of the job offers are. from a distance, sometimes Avians are rarely seen on the with larger feathers forming a more arid worlds, and have crest over their heads. They never been reported on usually have blue, black, or Venom. yellow eyes. They all have humanoid arms and hands, and maintain no natural flight capability. Names Avian names for males Relations include Falco, Hawkeye, Avis, Avians tend to have one or and Dart. Some common two very close friends, rarely female names are Flit, Flicky, exceeding four. They are Sparrow, and Wren. Common uncomfortable in a group, and last names include Warbeak, tend to shy away from large Phoenix, Condor, and Canard. Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 8. 6 Introduction Introduction member is threatened, the rest will gladly fight to the death in their defense. Badger Alignment Badgers rarely side with anyone at all. They think everybody is Badger Racial Traits against them, and +4 Str, -4 Dex, +2 Con, -2 Cha. Badgers are “tough and gruff”. tend to “hole up” Dauntless: Badgers receive a +4 Racial Modifier and get out the to all checks against fear. heavy weapons Natural Weapons: Badgers may choose to use whenever a conflict their claws as an unarmed strike. Using one claw is an attack action, while attacking with both is a arises. They follow full-round action. Each claw deals 1d6 slashing the law to the letter, damage. Badgers may not choose to deal nonlethal to avoid trouble damage with claws. with government. Survivalist: Badgers receive a +2 Racial Modifier to Hide, Navigate, Survival, and Treat Injury checks. ECL: +2 Personality Beaver Badgers are rude and confrontational. They are Personality mildly paranoid, feeling that Beavers are very brusque everyone is out to get them, and to-the-point, always have a and everything is a conspiracy. schedule, and keep close track They rarely trust anyone, and of time. They work hard, frequently get into fights. sticking with one task until it is done, and done well – giving Physical Description the illusion of having a one- Badgers have thick brown track mind, masking their true or grey fur, with black stripes intelligence. originating a their snout, running back across their eyes, Physical Description down their backs, and Beavers have thick brown terminating at the tip of their fur, sometimes streaked with short tail – nearly identical to grey or black. Their eyes are the white stripes found on often brown, blue, or yellow, Skunks. Their ears are almost and they have buck teeth. In indistinguishable from the rest most respects, they look like a of the head, similar to Ferrets. bucktoothed Badger, except They have unusually long and for their unique tail. It is flat sharp claws, and their eyes are and leathery, rigid, and very usually some shade of grey, strong. It is often used as a brown, or yellow. Beaver Racial Traits Relations +4 Str, +2 Int, +2 Wis, -4 Cha. Beavers are smart Badgers and good workers, but very professional. rarely have Beaver Tail: Beavers can use their tails as paddles, close friends, granting a +2 Racial Modifier to Swim checks. It can also be used as an audible signal (see above), but have very which can be heard within a mile. close-knit Slick Fur: Beavers have an underwater base speed families of 50 feet, and may ignore 5 pounds of gear when rivaling those applying penalties to Swim checks. Work Ethic: Beavers receive a +4 Racial Modifier of Vulpines. If to Concentration checks. a family ECL: +1 Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 9. paddle or signal, by slapping it Relations against a hard surface to make Canines are fond of a clapping sound. company, in almost any form. They will be content to have Relations one close friend, and they will Beavers don’t usually blend perfectly into large have friends outside of groups. As long as they aren’t business. They love getting completely alone, Canines are personal with customers, but as happy. On a side note, the soon as the contract terminates, term “mutt” is considered an so does the relationship. They insult among Canines. often own or manage construction firms, and are Alignment usually found in the company Canines are extremely of Ursines and Toads. loyal. Whatever ideals they are raised to believe they will usually hold on to in adulthood, giving them an Canine undeserved reputation for being chaotic. Personality Canines are laid-back, Homeworld casual, and generally lax on Originally, formality. They are also the Canines were most disciplined of all native to Canine Racial Traits Lylatians. When given an Corneria. They +4 Con, -4 Int, +2 Wis, -2 Cha. Canines are tough, but a bit careless. assignment, they will not stop have since Base speed is 30 feet. working until the job is done, migrated to Bark: Canines can communicate simple ideas to which is why many prominent Macbeth, each other by a series of barks that is officials are Canines, including Papetoon, and incomprehensible to members of other races. Command: Canines receive a +1 Racial Modifier General Cornelius Pepper of Katina as well. to Initiative rolls and rolls involving leadership. the Cornerian Military. Courage: Canines receive a +2 Racial Modifier to Names checks against fear or panic. ECL: +1 Physical Description Canines have There are numerous varied names, different breeds of Canines, from mundane to exotic. with physiques varying from Chances are if you can think of one end of the spectrum to the a name, there is Canine other. Most Canines, however, somewhere out there who has are between five and six feet it. tall, and weigh between 150 and 200 pounds. They tend to be rather strong for their size, Cerinian and can take a lot of punishment in a fight. Their Personality fur can be almost any color, Cerinians are charming but the most common are and intelligent, and make very various shades of white, witty conversations. They brown, and grey. An have a sharp sense of humor, interesting anomaly unique to and are amazingly quick Huskies is the occurrence of learners. They are reputed to one eye being a different color never lose arguments. from the other – usually, blue and brown. Physical Description Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 10. 8 Introduction Introduction The most noticeable difference between a Cerinian and a Vulpine is the fur color. Cerinians all have blue fur, ranging from solid cerulean to pale periwinkle. Common markings are white down the front of the torso and muzzle, Cheetah and a white-tipped tail. Occasionally they have Personality “socks” on their hands and feet, akin to their Vulpine Cheetahs are friendly, but brethren, but in white fur, not pedantic. They are very black. Their eyes can be any meticulous about technicalities color – though most often and details, and tend to start green, blue, or amber. arguments over what others Cerinians also have finer regard as very silly things. features than Vulpines, and are They often find work as tech sometimes thought to be one of officers in the military. the most beautiful races of all. Physical Description Relations Cheetahs are very thin, yet Cerinians are able to strong. Their fur is yellow, charm almost anyone. They have many friends, and family Cheetah Racial Traits +2 Str, +4 Dex, -4 Con, -2 Cha. Cheetahs are fast, life is similar to Vulpines. but frail. Cerinians rarely marry outside Base Speed is 60 feet. their race, but nearly anyone is Camouflage: Cheetahs receive a +4 Racial willing to try to convince them Modifier to Hide checks in tall grass or bushes. Hunter: Cheetahs gain a +2 Racial Modifier to otherwise. Reflex saves and Tumble checks. Perfectionist: Cheetahs receive a +2 Racial Homeworld Modifier to Decipher Script, Forgery, Investigate, Knowledge, and Research checks. Cerinians hail from the ECL: +1 third planet of a star system 1.2 light-years beyond Lylat. It is with brown and/or black spots. similar to Corneria, but a bit Their eyes are usually green, yellow, or red. Cerinian Racial Traits They have very -4 Str, +4 Dex, -4 Con, +4 Int, +4 Cha. Cerinians muscular legs, and are smart and beautiful, but frail. even an average Attractive: Cerinians receive a +2 Racial Modifier Cheetah can outrun to all Diplomacy and Gather Information checks. Educated: Cerinians receive a +2 Racial Modifier anyone short of an to all Knowledge checks. Olympic sprinter. Keen Senses: Cerinians have unusually sharp senses, allowing them to react quicker than other races. This gives them a +2 Racial Modifier to Relations Reflex saves and Listen, Search, Spot, and Tumble Cheetahs often checks. prefer working Versatile: Cerinians receive an extra feat at 1st alone, but they will level. ECL: +3 cooperate well with most. They often larger and possessed of more do very well in land – It looks very much like managerial positions, as Earth in most respects. It was business executives or military destroyed, along with all officers - one of General inhabitants, just prior to the Pepper’s favorite junior Great Lylat Wars. officers, Gary, is a Cheetah. Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 11. Homeworld This race seems to turn up anywhere, even on worlds with Delphine little surface water. They tend to live around spaceports, Personality military bases, in spacedocks, Delphines tend to be refueling stations, etc. In childlike, and even the older short, they are known to exist ones tend to be very on every world excepting absentminded. Most are happy Venom and Titania – even in a Jeffries tube or sneaking Aquas. into the submerged cooling ducts of an enemy base. Names Delphines can work for hours Any old Human name is on a piece of machinery, ignoring hunger and sleepiness. Delphine Racial Traits +2 Str, -2 Dex, +4 Int, -4 Wis. Delphines are brilliant, but foolhardy. Physical Description Base speed is 30 / Swim 60. Delphines are usually just Aquatic: Delphines receive a + 2 Racial Modifier on Swim Checks. gray or grayish blue, but a few Dolphinspeak: Delphines can communicate complex have a spotted pattern on their ideas at ultrasonic frequency which is inaudible to sides. Delphines are taller than other races. Comm channels cannot carry this signal most Lylatians, measuring due to transducer limits. Echolocation: Delphines have Blindsight for 60ft. in about 6 ½ feet in height and air or water. weighing 185 to 230 lbs. Their Hold Breath: Delphines can hold their breath for a jaw gives the appearance of a number of minutes equal to their CON score. constant smile. ECL: +2 used, or something out of literature. Names are even based on Terran languages other than English. Relations Delphines form tight groups with individuals in the same profession, namely Equine Toads. Their height causes them to stand out in crowds. Personality Delphines typically are in a Equines think highly of good mood, and are often themselves, and tend to be altruistic, even to their own condescending to others – the detriment. Some can be a bit natural “jock”. They tend to socially inept, like Toads, but form loose friendships with they make up for it with sheer other Equines, but brilliance. intentionally steer away from other races. Many Equines Alignment form gangs or clubs, to which Delphines are happy-go- membership is barred for other lucky and carefree, rarely races. involving themselves in adventures – and they are definitely good-natured. Most Delphines are Neutral, often leaning toward Good. Physical Description Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 12. 10 Introduction Introduction Equines are very fit and grooming, and may even dye muscular, and most work out their fur. to exercise this physique. Their fur comes in almost any Physical Description shade of brown, black, white, Felines are of average grey, and multiple height, between five and six combinations of the above. feet. They are light and Their eyes are larger than most nimble, rarely weighing over other races, and are usually 160 pounds. They have some shade of blue or brown. unusually long tails, sometimes as long as their Relations entire body. Their fur comes Equines rarely befriend in many colors, sometimes members of other races, and more than one at once. friendships among themselves Common colorations are tend to be rather loose. They various shades of blue or pink, form the sort of friendship that as well as black, white, and last many long years, but not calico. Their eyes are usually the sort that you would visit a bright shade of blue, yellow, every weekend or invite to or green. Their sensory your family reunion. Their perception is extraordinary; families tend to be the same many put this to use as professional thieves. Equine Racial Traits +4 Str, +2 Con, -2 Int, -4 Wis. Equines are strong and sturdy, but arrogant. Base Speed is 45 feet. Bodybuilder: Equines receive a +2 Racial Relations Modifier to FORT saves, and begin the game with Felines are never 1 additional hit die. lonely, and usually ECL: +1 work best with nobody else around. They way, with children and parents often become fidgety and being rather detached from nervous in groups, and will shy each other. away and try to find someplace quiet. Alignment Equines are unpredictable. Alignment Whom an Equine will aid is Felines feel no loyalty to really determined by the anyone, reflected in their individual, and cannot be mercenary profession. After accurately predicted. the Great Lylat Wars, however, many Felines harbored ill feelings toward Venom for their ravaged Feline homeworld, and would do anything to cause trouble for Personality Venomians. Felines are self-reliant and aloof. They are extremely Homeworld curious of anything new, and Felines usually live on rarely are they ever afraid. Zoness, but some also live on Most Felines are very self- Corneria. They aren’t usually conscious as well: They found on any other planet, sometimes spend hours having very particular tastes. Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 13. Names very flexible. Their fur usually Felines often have exotic, ranges from grey to black, but prestigious names, reflecting sometimes includes brown. their naivety. Some of the Their tails are no longer than more common male names are their legs, and are pointed. Artemis, Christopher, and Their eyes are dark, black, Cornelius. Common female featureless spheres. names include Katherine, Alexis, and Mira. Family Relations names are usually taken from Ferrets, despite their somebody important, at least to charismatic speech, often have the person giving the name. calm or what other races Some common ones include consider “flat” personalities. Monroe, Dawson, and Because of this, few can claim Gallagher. Many female to have real friends, and those Felines also choose a “pet that do rarely trust them. name” for their close friends to call them by, such as Katt or Alignment Kitty. Ferrets usually work alone, often as Feline Racial Traits professional +2 Dex, -2 Con, -4 Int, +4 Cha. Felines are fragile thieves. They will and naïve. work for the Base speed is 30 feet. highest bidder, Natural Weapons: Felines may choose to use their claws as an unarmed strike. Using one claw is an regardless of attack action, while attacking with both is a full- political or moral round action. Each claw deals 1d6 slashing implications. They damage. Felines may choose to retract their claws are the only race and deal nonlethal damage instead. Acute Senses: Felines receive a +2 Racial that can truly be Modifier to all Listen, Search, and Spot checks. described as simply Long Tail: Felines receive a +2 Racial Modifier to neutral. Balance checks. ECL: +1 Homeworld Ferrets are not particularly common anywhere, yet they seem to show up everywhere. They have been seen in every corner of the Lylat System, Ferret and nobody knows where they originated. Personality Ferrets tend to be quiet Names and reclusive, yet charismatic. Ferrets often have names They have a way with words, with dark meanings or and often have calm, soothing parallels, reflecting their voices. They rarely have many reclusive nature. They are also friends, and don’t usually trust new faces. Ferret Racial Traits -4 Str, -2 Con, +4 Wis, +2 Cha. Ferrets are wise Physical Description and charismatic. Base speed is 40 feet. Ferrets are tall and Dark Fur: Ferrets gain a +2 Racial Modifier to slender. They typically reach Hide checks. 6 ½ to 7 feet tall, and weigh Emotionless Stare: Ferrets receive a +4 Racial around 200 pounds. They Modifier to Bluff checks, and to all checks against Sense Motive. have sleek figures, and are Piercing Gaze: Ferrets receive a +2 Racial Modifier to Sense Motive checks. ECL: +1 Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 14. 12 Introduction Introduction loathe to give out their names willing, however, to give freely, so what a common one evildoers a chance to repent. would be is anybody’s guess. Homeworld Hares, like Canines, were originally native to Corneria, Hare and have also started living on the desert planet of Papetoon. Personality Most prefer cooler weather Hares, regardless of their however, and those families on physical age, always seem old. Papetoon often take long They are very wise, and have a vacations to Corneria. strong parental sense, especially for members of Names other races. They are warm Hares often give their and friendly, and most children youthful, energetic comfortable in a crowd – names. The most popular understandable when one notes that their average Hare Racial Traits family size is eight. They -4 Dex, -2 Con, +2 Int, +4 Wis. Hares are tend to have a lot of scientists, not athletes. unusual knowledge, which Base speed is 20 feet. can be useful in a pinch. Educated: Hares receive a +2 Racial Modifier to all Knowledge checks. Intuition: Hares have an innate ability to “sense” Physical Description things, often alerting them to dangers ahead. This Hares stand about four ability works at GM discretion. ECL: +1 to five feet tall, not counting their ears. They tend names for males are Peppy, to be a little on the chubby Skip, Lucky, and Tod. side, weighing in the range of Females are often named 120-140 pounds. Their fur is Cindy, Jeannie, Summer, or very coarse, and usually some Florence. Hares have a shade of white or beige. While relatively small population, most races rely upon their tails and thus have little variety in for balance, Hares use their family names. A few common large ears, which usually add ones are Hare, Rose, and another foot or more to their Jackrabbit. height. Relations Lizard Hares often make several friends, some closer than Personality others. They enjoy large Lizards are cold, parties, and never leave anyone calculating, and self-serving. out. They have a warm and They always look out for caring heart, often extending a number 1, and they’re very helping hand to those left good at it. They hardly ever behind by other races. make mistakes, seldom know fear, and never regret. Alignment Everything they do is planned, Hares always take the side and carried out with purposeful of good, and will never deliberation. willingly sway from this stance. They are usually Physical Description Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 15. There are many subraces of combinations of vocal sounds Lizards, including and hisses. This often poses a Chameleons, Iguanas, Skinks, problem to members of other and even the odd Snake. In races, who lack the lingual general, they range from 5 to ability to pronounce them, so six feet, have thick, scaled many Lizards also choose a skin, and pale green or yellow ‘common’ name for use in slitted eyes. They have dealings outside their species. surprisingly dense skeletal and muscle structure, and often weigh over 300 pounds. Their Lupine voices have been described as ranging from a faint, hissing Personality whisper, to a deep, gravelly Lupines tend to be very menacing timbre. Contrary to cocky and confrontational. popular belief, sentient Lizards They feel that others “owe” are not cold-blooded as their them, and have a knack for ancestors were; they function starting fights – which they are just as well in the evening as equally adept at finishing. anyone else. While not inherently evil, they often have very destructive Relations tendencies, and any Lupine Lizards, as mentioned will be thrilled to watch above, are very self-serving. something go boom. They will rarely agree to anything unless they see some Physical Description benefit in it for themselves. Lupine fur is some shade Obviously, every race has it’s of grey or black, but the exceptions, but they are few occasional white can be found. and far between. Not many Their eyes can be almost any trust Lizards, and most have color, but are often some shade good reasons for doing so. of blue or green. Alignment Relations Lizards are fairly neutral, Lupines favor crowds, doing what seems most feeling safety in numbers. lucrative at the time with little regard for others. They tend to be chaotic more often than not, Lizard Racial having little respect for rules Traits that would inconvenience +2 Str, +4 Con, -4 Int, -2 them. Cha. Lizards are tough, but they make lousy conversation partners. Homeworld Scaled Hide: Lizards Lizards trace their history have Natural Armor of back to Corneria, but they have +2. Cold-Blooded Ancestry: long since moved on the Lizards have Fire and Venom and Papetoon, Cold Resistance of 5. preferring the warmer, drier Addertongue: All Lizards climes they have to offer. can speak and understand Addertongue, a language comprised of hisses and Names other sounds unpronounceable by other Lizards choose their names races. Other races cannot less often from actual words, learn this language, and it and more often from has no written form. ECL: +2 Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 16. 14 Introduction Introduction They usually have a small group of close friends, but keep in contact with several Mouse others. They are very protective of their friends and Personality family, and mothers have been known to die fighting to Mice are friendly and defend their children. hyper, talk fast, and love to eat. Their appetite is disproportionate to their size, Alignment and a Mouse will often eat Lupines tend to follow the twice as much as a Canine rules on the surface, but twice her size, and yet gain no behave adversely behind the weight. scenes. They have rather sadistic tendencies, such as Physical Description pyromania, and rarely aid others without a catch. Mice are small in stature, standing about 3½ feet tall and weighing under 100 pounds. Homeworld They have long faces and tails, Lupines have always and large, acutely sensitive inhabited Macbeth, where the ears. Their fur is white, grey, Cornerians exiled them for or brown, and their eyes are their destructive tendencies. usually brown or blue. Their teeth are small and extremely Names sharp, like a mouthful of Lupine names almost all needles. have ties to their race, an attribute stemming from their Relations strong pack mentality. Some Mice are skittish around common male names are Wolf, strangers, and slow to develop Fenris, and Rufus. Females true friendships – they will are often named Umber, Mira, or Lupin. Family names are many and varied, often Mouse Racial Traits +4 Dex, -2 Wis, -2 Cha. Mice are quick and stemming from Human names nimble, but oblivious. forgotten long ago. Natural Weapons: Mice may use their bite as an unarmed strike, dealing 1d4 points of piercing damage. Stomach of Steel: Mice receive a +4 Racial Modifier to all FORT saves vs. ingested poisons. ECL: +1 often tag along with others, but only if it furthers their own interests. They Lupine Racial Traits don’t usually mean +2 Str, +4 Dex, -2 Con, -4 Cha. Lupines are much to be selfish or like a stronger, less friendly Vulpine. reclusive, it just Fearless: Lupines receive a +2 Racial Modifier to all checks against fear. simply never Pack Mentality: When alone, Lupines gain a +1 occurs to them that bonus to all STR, DEX, and CON based rolls. This others might expect comes at the cost, however, of a –1 penalty to all something of them. INT, WIS, and CHA based rolls. ECL: +1 Alignment Mice are about as Neutral as they come. They follow Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 17. their own agenda whenever Otters rarely keep friends possible, and when a conflict for long, but get along arises, they side with immediately with almost whomever they feel like at that anyone. They have a tendency moment. They never swear to flirt with anyone nearby, allegiance, and rarely do favors regardless of race or affiliation. (though they are glad to accept These relationships rarely them). develop, and few Otters ever marry outside their race. Otter Personality Raccoon Otter Racial Traits Personality +2 Str, +4 Dex, -2 Con, -4 Wis. Otters are lithe Raccoons are and strong, but don’t know when to stop playing friendly and around. Base Swim speed is 40. inquisitive, and are Aquatic: Otters receive a +2 Racial Modifier on often ‘playfully Swim checks. destructive’. They Flexible: Otters receive a +2 Racial Modifier to are often also Balance, Escape Artist, Perform, and Sleight of Hand checks. hyperactive. Flirtatious: Otters receive a +2 Racial Modifier on all Charisma-based checks vs. beings of the Physical opposite sex. This ability has no effect on genderless beings such as computers or androids, Description unless they are programmed with gender identity. Raccoons have Slick Fur: Otters have an underwater base speed of 50 feet, and may ignore 5 pounds of gear when brown or grey fur applying penalties to Swim checks. with black hands ECL: +2 and feet, black or Otters are friendly and brown rings around hyperactive. They love to play their tails, and a black band games, solve puzzles, and across their eyes. Their tails practice acrobatics in are long bushy, much like everything they do. They have those of Vulpines and a problem with taking things Squirrels, and their ears are seriously, but rarely rounded. Eye color tends underestimate a foe – they just toward shades of brown and make a game out of it. hazel, and the occasional blue. Physical Description Otters look a lot like Ferrets: They have dark fur, small eyes (though they do come in various colors other than black), short tails, and Relations barely visible ears. They stand Other races view about 5½ to 6 feet tall, and are Raccoons as very charismatic, both strong and flexible. humorous, and “cute”. They always make a good first impression. They have Relations unusual love/hate relationship Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 18. 16 Introduction Introduction with Toads – they share a love 2½ feet in length. Their fur is for mechanical things, but usually grey or brown, though Toads can’t stand it when the occasional white or black Raccoons start taking apart a may be found. Their eyes are perfectly good jet engine just round and beady, often to see how it works. seeming to stare off into space like a Ferret’s. They have Alignment Raccoons always side with Rat Racial Traits the underdog, a choice •Maze Lover: Rats receive a +2 Racial Modifier stemming from their burning to Navigate checks. •Puzzler: For skill checks requiring Dexterity, desire to help those in need. Rats may choose to add their Wisdom Modifier They often make the same instead. decisions as Vulpines, but •Stylish: Rats always have professional apparel – without asking for money up granting a +2 Racial Bonus to all Charisma-based front. They follow the law checks. •ECL: +1 whenever possible, but don’t large feet for their Raccoon Racial Traits height, and ears about +2 Dex, -2 Con, -2 Wis, +2 Cha. Raccoons are as large as a curious and friendly, but sometimes their lack of Vulpine’s. restraint gets the better of them. Curiosity: Raccoons receive a +2 Racial Modifier to Search, Spot, and Use Rope checks, and begin play with one additional feat from the following list: Builder, Gearhead, Meticulous, or Studious. Dexterous: Raccoons receive a +2 Racial Modifier to Climb, Craft, and Search checks. ECL: +2 Relations Rats enjoy the go out of their way to company of Hares and Otters, rationalize their actions. but are often frustrated by members of other races, whom they view as foolish and clumsy. They love to explain themselves, hoping that others Rat will appreciate their wisdom and learn from it; they thrive on recognition. Personality Rats are calculating and efficient; They have a mind Squirrel for numbers. They are not regarded as overly friendly; Personality though they are apt to be Squirrels are chirpy and helpful, they often do so in a optimistic, talkative, and have rather brusque and curt short attention spans. They manner. They are often come across as annoying, exceptionally skilled at solving but people tend to think kindly riddles and puzzles, and often of them nonetheless. enjoy long competitions with Otters and Hares. They make natural salesmen. Physical Description Rats stand around 4½ to five feet tall, with tails around Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 19. Physical Description Squirrels have fur that Toad ranges from light tan to a dark mahogany brown. Their tails Personality are long and bushy, and have a Toads are enthusiastic, slight prehensile grip. They friendly, and talkative. They have small, pointed ears and love being around others, and green or blue eyes. Other will do anything to get races consider Squirrels to attention. They often ramble possess an exotic beauty, often on incessantly, making them earning them careers in the unpopular with members of entertainment business. other races. Relations Physical Description Squirrels tend to form Of the major races, Toads close bonds with each other, as are the smallest. They well as Vulpines and Avians. typically grow to 4 ½ feet tall, Other races will befriend them, and rarely weigh over 120 but the relationships rarely get pounds. They have green skin, very close. completely devoid of any scales, fur, or feathers. They have large, round eyes, almost always black. They tend to be rather clumsy, due to their lack of a tail or complex inner ear. They make up for this with their technical affinity, and often make very good mechanics. Relations Toads are open creatures, often making friends quickly. Once they get acquainted, however, these friends are often quick to leave. Most Toads do manage to find one good friend, who will stick with them through thick and thin. They have a particular Squirrel Racial Traits personality conflict with +4 Dex, -4 Con, -2 Wis, +2 Cha. Avians. Gift of Gab: Squirrels can communicate single- sentence ideas with any other character, regardless of whether or not they share a common language. Alignment Gossip: Squirrels suffer a –2 Racial Penalty to Toads are always good in rolls involving keeping a secret or withholding their hearts, rarely information. Also, other creatures gain a +2 Conditional Modifier to Sense Motive checks understanding what makes against Squirrels. cruel people tick. They are not ECL: +1 vengeful by nature, and often share the same political and ethical views as Hares. Homeworld Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 20. 18 Introduction Introduction Toads are found in all Lupine has found out in a worlds with water, mostly barroom brawl. Ursines have Corneria and Zoness. They thick, shaggy, usually unkempt never even attempt to live on fur, but most enjoy long Macbeth or Corneria. showers every day. They are also known for a booming, Names gravelly, thickly-accented Toads have a very small baritone voice. population, and have little variety in their names. Males Relations are often U named Slippy, Toad Racial Traits rsines Newt, or Wart; -2 Dex, +4 Con, +2 Wis, -4 Cha. Toads are stoic, are Females are but slow and socially inept. quite usually some Size is Small. Base speed is 20 feet. form of Aquatic: Toads receive a +2 Racial Modifier on Croakella, Swim checks. Betty, or Lily. Clumsy: Toads receive a –2 Racial Modifier to Family names Balance checks. Croak: Toads can emit a low-frequency croaking are even more sound that interferes with comm signals in a 30- unimaginative: foot radius. This can also be used to call out to Toad, Frog, other Toads within this radius. Croakson, and ECL: +1 McRibbit. defensive of friends, of which they usually have a small group. This race can be rather ribald, and are famous for drinking contests. They typically make friends with Ursine Canines, and sometimes Vulpines. The term Ursine Racial Traits “Cossack” is considered an +4 Str, -4 Dex, +2 Con, -2 Int. Personality Ursines are very strong, but clumsy insult among Ursines. Ursines are sometimes a and a little slow. little uncultured and rowdy, Size is Large. but they make a few close Alignment Base speed is 35 feet. Ursines are decent folk, Large: Ursines receive a –4 Size friends. They are typically Penalty on Hide checks. They also quite protective of others, and even if they can be a little get a –1 on attack rolls and AC. do not hesitate at throwing moody sometimes. They Bad Eyesight: Ursines receive a –2 themselves into combat. The have a strong nationalistic Racial Modifier on Spot checks and trend, and Corneria is the ranged attack rolls. durable nature of the race Natural Weapons: Ursines may allows them to “bear” through apple of Ursine eyes. choose to use their claws as an unpleasant situations. unarmed strike. Using one claw is an Homeworld attack action, while attacking with both is a full-round action. Each Physical Description Ursines are found on claw deals 1d6 slashing damage. Ursines are large, hulking Corneria, Fortuna, Katina, Badgers may not choose to deal bipeds with small ears on top Macbeth, and a small nonlethal damage with claws. number on Zoness. They Thick Fur: Ursines receive a +2 of their heads. Their fur is Racial Modifier on save throws vs. brown, white, or black, but tend to like the cold, for it cold, and +2 Natural AC. brown is the most common. has something to do with ECL: +2 The height of an Ursine ranges being created to live in from about 7 ½ feet to almost Siberia. 9 ½ feet, and weight ranges from 290 to 485 lbs. Their Names hands have claws, as many a Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 21. Their population is Vulpines always appear to relatively large, and names be mercenary, but really side tend towards old Russian ones. with the “good guys”. They go Male names include Vladimir, out of their way to help the Ivan, Dimitri, and Mikhail. underdog, and get ahead by Female names include Olga, shirking the law. Catherine, Helga, and Ursa. Family Names include Homeworld Gagarin, Romanov, and Vulpines live on Corneria Leonov. and Papetoon. They prefer slightly warmer climates and love water, so some families move to Zoness or Macbeth. Vulpine Names Personality Vulpines have some of the Vulpines are optimistic more varied names, deriving and friendly. They tend to be them from Human names they overly optimistic, sometimes have passed down over the bordering on utopian, and years. Some common male often act impulsively. They names are Fox, James, and rarely get depressed, and are Max, while some popular always willing to help a friend. female names are Vixy, Fara, and Krystal. Family names are Physical Description where this race truly shines in Vulpines are slightly on creativity, with such entries as the small side, rarely Reinard, McCloud, Rainier, exceeding 5 ½ feet in height or Voltaire, and Peralta. 140 pounds in weight, most of which is muscle tuned for speed. They have long, bushy tails and more pointed ears than their relatives, the Canines. Their fur color is usually some shade of red or orange, sometimes so dark it is mistaken for brown, and some may have white or black fur on the tips of their ears, tail, hands, or feet. Their eyes are usually blue or green, with the occasional amber. Relations Vulpines tend to make friends relatively easily, and these friends often stick – even across multiple planets. Vulpines are very Vulpine Racial Traits compassionate, and have +4 Dex, -4 Con, -2 Wis, +2 Cha. Vulpines are nimble, but weak. some of the most close- Base speed is 40 feet. knit families of any race. Friendly Presence: Vulpines receive a +2 Racial Modifier to Bluff, Diplomacy, and Sense Motive Alignment checks. Keen Senses: Vulpines have unusually sharp senses, allowing them to react quicker than other races. This gives them a +2 Racial Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo. Modifier to Reflex saves and Listen, Pilot, Search, Spot, and Tumble checks. ECL: +1
  • 22. 20 Characters Characters TC "Variant: Interracial Marriage" l3 Variant: Crossbreeding Though few campaigns involve marriage or even romance, many people feel the dynamics of Lylatian reproduction need to be laid out. Though the final mechanic is fully up to the GM (hopefully after consulting players) several quick solutions follow. The children, regardless of gender, are consistently the same race as one of the parents, though minor characteristics such as eye or fur color may be inherited from both. For example: Falco, an Avian, marries Katt, a Feline. Their children are all Felines, but some have blue fur. This approach is useful when the marriage is between a PC and an NPC, and the player wants the children to take after their character. All children take after the parent of similar gender. For example, Bill, a Canine, marries Fara, a Fennec. Their sons would all be Canines, and their daughters Fennecs. This is the most popular approach, and works well for marriages between two players. The children are crossbreeds, mixing all characteristics of the two parent races. The mix is usually 50/50, so die rolls could be involved when determining particular characteristics. This is perhaps the most realistic solution, but it would be very bizarre to see a half-Avian, half-Beaver walking around. The children are crossbreeds, as above, but only parents of the same family can reproduce. Therefore, a Squirrel and a Vulpine could have children (perhaps just Vulpines with bushier-than-average tails), but a Canine and a Delphine could not. This requires some taxonomical research on the GM’s part. Love and marriage between races are possible, but reproduction is not. Couples must adopt children. This is the simplest approach, but the most likely to cause dissent among players. Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 23. 21 Characters Expanded Skills The following skills in the d20 Modern Roleplaying Game are expanded to include new uses unique to the Lylat System. Bluff (CHA) You can use the Bluff skill to feint in starship combat. Check: With a successful Bluff check, you mislead another starship so that it can’t dodge your attack effectively. This check is opposed by the other starship’s pilot’s Sense Motive check. If you succeed, the next attack your starship makes against the target ignores it’s pilot’s Dexterity modifier to Defense (if it has one), thus lowering the target’s defense score. You cannot use this tactic against a starship that’s flying on autopilot. Using Bluff to feint in starship combat is an attack action. Special: If you have the Starship Feint feat, you gain a +2 bonus to Bluff checks to feint in starship combat. Computer Use (INT) In addition to all the uses described in the d20 Modern Roleplaying Game, this skill can be used to operate shipboard sensors as well as send, jam, scramble, and unscramble transmissions sent through space. Check: The following applications of the Computer Use skill may be used untrained: Conduct Active Sensor Scan: Using a starship’s sensors to analyze another ship or object within sensory range requires a Computer Use check (DC 15). An active sensor scan conducted over a vast distance (for example, from one side of Meteo to the other) or subjected to some form of disturbance (a solar flare, for example) takes a –5 or higher penalty to the check, at GM’s discretion. Send Transmission: Routine communications (hailing a nearby ship, sending messages over LT/SN, etc.) are accomplished by a Computer Use check (DC 10). Communications sent over incredibly long distances (such as from one planet to another) are subject to distortion; correcting such distortion to ensure an understandable message reaches its destination requires a successful Computer Use check (DC 20). The following uses of the Computer Use skill can NOT be used untrained: Jam Transmission: This skill can be used to prevent a ship or facility from receiving an incoming transmission. An opposed Computer Use check between the person receiving the message (usually the ship’s comm officer) and the person attempting to jam the message determines whether or not the message gets through. If an unmanned computer receives the message, the check has a DC of 15. Scramble/Unscramble Transmission: Computer Use can be used to scramble transmissions. This is done with an opposed check between the person sending the message and anyone attempting to intercept and unscramble it. Time: Scrambling or unscrambling a transmission are full-round actions. Conducting an active sensor scan or sending/jamming a transmission are move actions. Disable Device (INT) Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 24. 22 Characters Characters You can use this skill to disable an Android, Mech, or piece of Cyberware. Check: Disabling an Android is a full-round action and requires a successful Disable Device check (DC 30). The Android must be pinned (see page 153 of the d20 Modern Roleplaying Game) or otherwise immobilized before the check can be made. Disabling a Mech requires one round if the Mech is one size category larger than the creature attempting to disable it (or smaller), and one additional round for each size category over that. It also requires a successful Disable Device check (DC 30), increased by 5 for each size category over Large. The Mech must be pinned or otherwise immobilized before the check can be made. Disabling a piece of Cyberware is a full-round action and requires a successful Disable Device check (DC 30). The creature to which the Cyberware is attached must be pinned before the check is made. You cannot disable internal Cyberware (such as Nanites). Special: A disabled Android, Mech, or piece of Cyberware can be reactivated with a successful Repair check (see below). Navigate (INT) You can use the Navigate skill to plot a course with a starship’s onboard computer. Check: The rules for plotting a course over a great distance work as described in the Navigate skill description (see page 68 of the d20 Modern Roleplaying Game). Aboard a starship, you need a functional class I sensor array (or better) to plot a course through space. You don’t need to make a Navigate check to travel along a pre-established space route. Time: Plotting a course is a full-round action. Pilot (DEX) You can use the Pilot skill to fly any kind of spacecraft. Check: Unless you have the Starship Operation feat (page 19), you take a –4 penalty to Pilot checks when trying to pilot a starship. The pilot of a starship can make a Pilot check to escape or avoid being held by another starship’s grappling systems (see Grapplers, page 143 of d20 Future). Special: For modern-day (PL5) spacecraft, such as the Space Shuttle, the Aircraft Operation (Spacecraft) feat is sufficient to negate the –4 penalty on Pilot checks. However, this feat does not apply to PL6 or higher spacecraft. Repair (INT) You can use this skill to repair vehicles, starships, Mechs, Cyberware, and constructs (including Androids). You can also use the Repair skill to safely remove the brain of a destroyed or disabled Android. Check: Repairing damage to a vehicle, starship, or Mech takes one hour of work, a Mechanical Toolkit, and a proper facility (such as a workshop or hangar). Without a toolkit, you take a –4 penalty to the Repair check. At the end of the hour, make a Repair check (DC 20). Success repairs 2d6 points of damage. If more damage remains, you may continue to make repairs for up to as many hours as is necessary to restore the vehicle or starship to full HP. Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 25. 23 Characters The same rules apply to Androids, other Constructs, and Cyberware, except that each successful application of the Repair skill restores 1d10 points of damage (instead of 2d6) and the Repair is more difficult (DC 30). This skill may also be used to transplant the brain of an Android into a similar, but intact, frame. Special: A vehicle, starship, Cyberware, Mech, Android, or other Construct that is reduced to 0HP cannot be repaired. It can be salvaged for parts, however (see the Salvage feat description, page 18). Expanded Feats With the advent of spacefaring technology, a wide range of new feats became available to Lylatians. Some are dependant upon previous feats, which can be found in the d20 Modern Roleplaying Game. Archaic Weapons Proficiency You are proficient in the use of ancient weaponry, such as the sword and bow. Benefit: You take no penalty on attack rolls with archaic weapons. Normal: A creature without this feat takes a –4 Nonproficient Penalty when making an attack with any archaic weapon. Armor Proficiency (Powered) You are proficient with powered armor. Prerequisites: Armor Proficiency (Light), Armor Proficiency (Medium). Benefit: When wearing powered armor, you may add the armor’s entire equipment bonus to your Defense. Normal: A character not proficient with powered armor adds only a portion of the armor’s equipment bonus to her defense. Special: A Shock Trooper (see Advanced Classes, page 20) gains this feat for free, regardless of whether she meets the prerequisites or not. Craft Cyberware You can construct cybernetic attachments. Prerequisites: Craft (electrical) 10 ranks, Craft (mechanical) 10 ranks, Knowledge (life sciences) 5 ranks. Benefits: you can build any of the cybernetic attachments described in chapter 11. You must first be able to afford the attachment to acquire the necessary components, then invest 24 hours in its construction. At the end of that time, you must succeed at both a Craft (electrical) check (DC 30) and a Craft (mechanical) check (DC 30). If both Craft checks succeed, the cybernetic attachment functions properly and can be installed anytime (see the Cybernetic Surgery feat, below). If either or both checks fail, the attachment’s design is flawed. Another 24 hours must be spent fixing the problems, and both skill checks must be repeated at the end of that time. Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 26. 24 Characters Characters Special: This feat does not allow you to build a cybernetic attachment of a higher progress level. Cybernetic Surgery You can graft Cyberware onto living tissue, as well as safely remove them. Prerequisites: Treat Injury 8 ranks, Surgery. Benefit: You can make a Treat Injury check (DC 20) to install or remove a cybernetic attachment. If you do not have a surgery kit or access to a medical facility, you take a –4 penalty to the check. Cybernetic surgery takes 1d4 hours. The consequences of failure are severe: If your check result fails by 5 or more, the installation or removal of the Cyberware causes sever physical trauma to the patient, who suffers 1d4 points of Constitution damage. If the check result fails by 10 or more, the Constitution damage is treated as Constitution drain instead. A character who undergoes cybernetic surgery (successful or not) is fatigued for 24 hours. Reduce this time by two hours for every point above the DC the surgeon achieves. The period of fatigue can never be reduced below six hours in this fashion. Normal: Characters without this feat take a –8 penalty to Treat Injury checks made to perform cybernetic surgery (-4 penalty if they have the Surgery feat). Cybertaker You can have more Cyberware than normal without suffering ill effects. Benefit: The maximum number of Cyberware attachments you can have without suffering negative levels increases by one (see number of attachments, page 193). Special: You can gain this feat multiple times. Its effects stack. Jack-of-all-trades You’ve picked up a smattering of even the most obscure skills. Prerequisite: Character Lv8+. Benefit: You can use any skill untrained, even those that normally require training and those that are exclusive to classes you don’t have. You cannot, however, gain ranks in a skill unless you are allowed to select it. Mastercrafter You are adept at creating mastercraft electronic and mechanical devices, including tools, weapons, vehicles, Android parts, and armor. Prerequisites: Craft (electrical) 8 ranks, Craft (mechanical) 8 ranks. Benefit: When successfully completed, a mastercraft object provides an equipment bonus on skill checks made to use the object (in the case of vehicles, this includes Drive or Pilot checks). A mastercraft weapon provides a bonus on the attack or damage rolls (crafter’s choice). A mastercraft suit of armor improves the armor’s equipment bonus to Defense. In each case, the bonus can be +1, +2, or +3 and no single object can have more than one mastercraft feature (for instance, you cannot build a mastercraft weapon that gains a bonus on attack rolls AND damage rolls). Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 27. 25 Characters On average, it takes twice as long to build a mastercraft object as it does to build an ordinary object of the same type. The cost to build a mastercraft object is equal to the cost of the object (or its components) plus the bonus provided by the mastercraft feature: +1 costs and additional 100ℓ, +2 costs 250ℓ, and +3 costs 500ℓ. In addition to the cost, you must also pay a cost in XP equal to 250 times the bonus provided by the mastercraft feature. The XP points must be paid before making the Craft check. If the expenditure of these XP would drop you below the minimum needed for your current Lv, then the XP cannot be paid and you cannot make the mastercraft object (until you have enough XP to remain at your current Lv after paying the cost). Apply the following modifiers to the Craft check DC for mastercraft items: Mastercraft Feature DC modifier +1 +3 +2 +5 +3 +10 You can add the mastercraft feature to an existing ordinary object, or a lower grade mastercraft object by paying costs and making checks as if you were crafting the object from scratch. Planetary Adaptation Your physiology has been altered by life on a planet with a harsh climate or adverse environmental conditions. Examples of each type are given in parentheses. Benefit: You gain one of the benefits listed below, depending on your homeworld: Barren World (Aquas, Titania, Venom): You gain a +4 bonus to all Survival checks and to Constitution checks against starvation and/or thirst. Cold World (Aquas, Fortuna): You gain a +4 bonus to Fortitude saves vs. extreme cold, as well as Cold Resistance 5. High-G World (Venom): you gain a +2 bonus to your Strength. Reduce your base height by six inches. Hot World (Katina, Papetoon, Titania, Venom): You gain a +4 bonus to Fortitude saves vs. extreme heat, as well as Fire Resistance 5. Low-G World (Fortuna, Macbeth, Papetoon): You gain a +2 bonus to your Dexterity. Increase your base height by six inches. Water World (Aquas): You gain a +4 bonus to Swim checks and can hold your breath for a number of rounds equal to twice your Constitution score. Special: You may only take this feat at 1st level. You may take it more than once at this time, however, if you are allowed more than one feat. Each time you choose this feat, you gain a different benefit. All benefits are subject to GM discretion. Salvage You can salvage gadgets from wrecked Androids, Mechs, Starships, Vehicles, and Cyborgs. Benefit: Salvaging takes time as noted in the following table. At the end of this time, make a Search check. If the check succeeds, you gain ℓ as noted, either from selling the parts or putting them to use in a future project. Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 28. 26 Characters Characters Type Time DC ℓ Vehicle -- -- -- Huge or smaller 30min. 15 100 Gargantuan 1hr. 20 200 Colossal 3hrs. 25 300 Mech -- -- -- Huge or smaller 30min 25 200 Gargantuan 1hr. 30 400 Colossal 3hrs. 35 600 Starship -- -- -- Huge 1hr. 30 300 Gargantuan 3hrs. 35 500 Colossal 6hrs. 40 800 Android -- -- -- Tiny or smaller 10min. 20 100 Small to Large 30min. 25 200 Huge or larger 1hr. 30 300 Cyberware -- -- -- Replacement 10min. 15 100 Attachment 30min. 20 200 Special: A particular Android, Mech, Starship, Vehicle, or piece of Cyberware can only be salvaged once. Any further attempts to salvage parts from the wreckage fail automatically. Spacer You have a special affinity for spacecraft and space travel. Benefit: You gain a +2 bonus to Computer Use checks made to use onboard spacecraft systems, Navigate checks to pilot a capital ship, and all Pilot checks made to fly a spacecraft. Starship Battle Run You are skilled at starship skirmish tactics, zipping in and out of an enemy’s sights. Prerequisites: Dexterity 13, Starship Dodge, Starship Mobility. Benefit: When using an attack action with a starship ranged weapon, you can move both before and after the attack, provided that the total distance does not exceed the starship’s tactical speed. Moving in this way does not provoke an attack of opportunity from the defender you are attacking (though it can provoke attacks of opportunity from other nearby starships). Starship Dodge You are adept at dodging attacks while piloting starships. Prerequisites: Dexterity 13, Pilot 6 ranks, Starship Operation (of the appropriate type). Benefit: When piloting a starship of a type with which you are proficient (see Starship Operation, below), you apply a +1 Dodge bonus to your ship’s Defense against attacks from one enemy starship you designate during your action. You can select a new enemy starship on any action. Starship Feint You are skilled at misleading your enemy in starship combat. Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 29. 27 Characters Prerequisites: Pilot 9 ranks, Starship Operation (of the appropriate type). Benefit: When piloting a ship with which you are proficient (see Starship Operation, below), you can make a Bluff check in starship combat as a move action. In addition, you receive a +2 bonus on Bluff checks made to feint in starship combat. See the expanded Bluff skill (page 15) for details. Starship Gunnery You are proficient with starship weapon systems. Benefit: You do not take a penalty on attack rolls when firing a starship weapon. Normal: Without this feat, you take a -4 Nonproficient penalty to attack rolls when firing a starship weapon. Starship Mobility You are adept at dodging attacks while piloting starships. Prerequisites: Dexterity 13, Starship Dodge. Benefit: When piloting a starship with which you are proficient (see Starship Operation, below), you apply a +4 Dodge bonus to your ship’s Defense against attacks of opportunity caused when you move out of or within a starship’s threatened area. Any condition that makes you lose your Dexterity modifier to Defense also makes you lose your Dodge bonuses. Dodge bonuses (such as this one and the one granted by the Starship Dodge feat) stack, unlike most other bonuses. Starship Operation Select one of the starship classes detailed on page 62. You are proficient at operating starships of that class. Alternately, your GM may allow you to use the starship types detailed on page 118 in d20 Future. Prerequisite: Pilot 2 ranks. Benefit: When operating a starship of the selected class, you take no penalty to Pilot checks made when operating the starship, and you also apply your full Class Bonus to AC to the ship’s Defense. Normal: Without this feat, you take a -4 Nonproficient penalty to Pilot checks made to operate a starship, and you only apply ½ your Class Bonus to Defense (rounded down) to the ship’s Defense. Special: You can gain this feat multiple times. Each time you take this feat, it applies to a different class of starship. Advanced Classes In the vast realm of space, there is never a shortage of jobs. You might find your calling as a shock trooper on the front lines in the Great Lylat Wars, or perhaps as a wing commander in the Cornerian Space flight Academy. The Advanced classes from the d20 Modern Roleplaying Game still apply, but now there are a few more options open to Lylatian adventurers. Shock Trooper Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 30. 28 Characters Characters Description Shock Troopers specialize in powered armor melee tactics. A shock trooper can take huge amounts of damage and charge into situations which send many soldiers running for cover. These troopers are the highest-ranking and most revered soldiers in the army, and are feared in the enemy ranks. The fastest path into this class is through the Strong Hero, though other paths are possible. Requirements Base Attack Bonus: +3 Skills: Knowledge (technology) 3 ranks, Knowledge (tactics) 6 ranks. Feats: Armor Proficiency (Medium), Personal Weapons Proficiency. Class Information Hit die: 1d10 Action Points per Level: 6 + ½ character level. Class Skills: Climb, Drive, Intimidate, Jump, Knowledge (current events, technology, popular culture, tactics), Listen, Profession, Repair, Spot, Survival, Tumble. Special: All Shock Troopers are issued a Powered Flight Garment. This armor is specially sized to the wearer, so it cannot be used by anyone else, and if the wearer gains or loses more than 20 pounds, she must have the armor resized (or a new set made). Additional Skill Points per Level: 3 + INT Modifier. Bonus Feats: Archaic Weapons Proficiency, Armor Proficiency (powered). The Shock Trooper Class Level Base Attack Fort Ref Will Special Defense Bonus Reput 1st +1 +2 +0 +0 Bonus feat +1 +1 2nd +2 +3 +0 +0 Weapon Specialization +2 +1 3rd +3 +3 +1 +1 Extra Melee Damage +2 +1 4th +4 +4 +1 +1 Knockdown +3 +2 5th +5 +4 +1 +1 Bonus Feat +4 +2 6th +6 +5 +2 +2 Thruster Burst +4 +2 7th +7 +5 +2 +2 Topple +5 +3 8th +8 +6 +2 +2 Shield Boost +6 +3 9th +9 +6 +3 +3 Bonus Feat +6 +3 10th +10 +7 +3 +3 Supreme Critical +7 +4 Class Features Bonus Feats: These feats can be taken at 1 st, 5th, and 9th level. The list includes: Acrobatic, Combat Reflexes, Combat Throw, Elusive Target, Improved Combat Throw, Unbalance Opponent, Weapon Focus (any melee weapon that can be used with one hand). Weapon Specialization: The Shock Trooper may select a melee weapon she already has Weapon Focus for. When she does so, she receives a +2 Misc. Modifier to damage with that weapon. Extra Melee Damage: You can pound targets with your gloved fists and take advantage of the power from your armor. Your unarmed attack goes up by one die type and is always lethal (if you are medium- size, you deal 1d4 lethal instead of the normal 1d3 subdual, small characters deal 1d3 lethal instead of 1d2 subdual, and large characters Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 31. 29 Characters deal 1d6 lethal instead of 1d4 subdual). This ability may not be used without powered armor. Knockdown: When you make a bull rush attempt against an opponent which pushes him back at least 10ft., you can forgo five feet to make a trip attack that does not provoke an attack of opportunity. Each additional 5ft. of push forgone in this way gives an additional +2 bonus on the trip attempt. Thruster Burst: This ability uses one action point. When in a zero-G environment, the Shock Trooper may temporarily double the thruster speed of her armor for two rounds when heading into combat. This ability cannot be used out of combat or when fleeing. Topple: The Shock Trooper can push foes back harder than expected. If she scores a critical hit, the enemy must make a reflex save equal to the damage dealt from the critical or fall prone. Shield Boost: The Shock Trooper knows her personal shielding system’s intricacies extremely well. Her personal armor’s shield points are increased by 50%, and she gains a +1 Equipment Modifier to AC when shields are active. Supreme Critical: When the Shock Trooper threatens a critical hit, she can roll twice to confirm and take the highest result. Flight Ace Description This nimble hero delights in flying air and spacecraft of all varieties. His main strength is his “familiar” vehicle, which he has flown for enough time to adjust it to perfection. Fighter Aces fly rings around most other characters, much to their frustration, even in bulky old garbage scows. They tend to live dangerously when flying, using their knowledge of physics and Technology to calculate maneuvers other pilots wouldn’t dream of. The fastest path into this class is through the Fast Hero, though other paths are possible. Requirements Skills: Pilot 6 ranks, Knowledge (technology) 3 ranks, Knowledge (physics) 3 ranks. Feats: Spacecraft Operation Class Information Hit die: 1d8 Action Points per Level: 6 + ½ character level Class Skills: Bluff, Computer Use, Craft (mechanical, electronic), Drive, Gamble, Hide, Knowledge (current events, physics, technology, tactics), Navigation, Pilot, Read/Write Language, Repair, Spot, Survival, Tumble. Additional Skill Points per Level: 5 + INT modifier The Flight Ace Class Level Base Attack Fort Ref Will Special Defense Bonus Rep 1st +0 +0 +2 +1 Flight Dodge +1 +1 2nd +1 +0 +3 +2 Familiarity +1 +1 +1 3rd +2 +1 +3 +2 Fly-By Attack +2 +2 4th +3 +1 +4 +2 Familiarity +2 +2 +2 5th +3 +1 +4 +3 Evasive Action +3 +3 6th +4 +2 +5 +3 Familiarity +3 +3 +3 Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 32. 30 Characters Characters 7th +5 +2 +5 +4 Engine Override +4 +4 8th +6 +2 +6 +4 Familiarity +4 +4 +4 9th +6 +3 +6 +4 Improved Evasive Action +5 +5 10th +7 +3 +7 +5 Familiarity +5 +5 +5 Class Features Fighter Dodge: A combination of nimble, darting maneuvering and pure velocity make the Fighter Ace a difficult target. When flying any fighter craft, either in air or space, he gains a +2 to Defense. Familiarity: Starting at 2nd Level, a Fighter ace gains a bonus on pilot and repair checks when used on a vehicle he designates as familiar. The same bonus is applied to his attacks with his fighter’s weaponry, and to the vehicle’s Defense. This bonus starts at +1 at 2 nd level, and increases by +1 every two levels thereafter. The Fighter ace must have operated his vehicle for at least 3 months, and if he switches to one of a different size or new model family (or any test craft), he must spend 3 months becoming familiar with it. He can be familiar with only one craft at a time. Fly-By Attack: Starting at 3rd level, the Flight Ace can take a move action (including a dive) when piloting any flying craft, and an attack action at any point throughout the move. The Flight Ace cannot take a second move action in that round. Evasive Action: At 5th level, the Flight Ace can make a Pilot check opposing an enemy attack roll. If this roll is successful, the damage dealt to the Flight Ace’s craft is halved (minimum 1 pt, round down). This ability may not be used in conjunction with the Arwing and Wolfen “Shield Roll” maneuver. Engine Override: At 7th level, the Flight Ace knows his engines well enough to cautiously overstep safety limits for a short period of time. He can increase his flight speed by ½ for one round per Flight Ace class level. This deals 2d6 points of damage to his vehicle per round, ignoring hardness and shields. Improved Evasive Action: At 9th level, Flight Aces’ evasive action improves. A successful Pilot check negates all damage (normal only halves it). Cyborg Description The cyborg breaks the boundaries between animal and machine. Cyborgs are either soldiers or scientists who have fused cutting-edge equipment to their bodies, sometimes even becoming more machine than animal as equipment is added to keep their damaged bodies functioning. Cyborgs may implant or develop only so much “Cyberware” at a time, due to the physical stress placed on one’s body. This class can soak up damage like a sponge, but most people are wary of them – they appear too “foreign” and unnatural. The fastest path into this class is through the Tough Hero, though other paths are possible. Requirements Base Attack Bonus: +2 Feat: Endurance Skill: Knowledge (technology) 3 ranks Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 33. 31 Characters Special: Must have been reduced to -1 or fewer hit points, then restored to full health in a high-tech hospital (including well-equipped sickbays with micro- and nanosurgical tools). Class Information Hit Die: 1d12 Action Points per Level: 6 + ½ character level Class Skills: Computer Use, Craft (electronic, pharmaceutical), Disguise, Drive, Knowledge (technology, current events), Pilot, Read/ Write Language, Repair, Speak Language, Treat Injury. Additional Skill Points Per Level: 3 + INT modifier The Cyborg Class Level Base Attack Fort Ref Will Special Defense Bonus Reputation 1st +0 +2 +0 +0 Cyberware +1 +0 2nd +1 +3 +0 +0 Bonus Feat +1 +0 3rd +2 +3 +1 +1 Cyberware +2 -1 4th +3 +4 +1 +1 Cyberware +2 -1 5th +3 +4 +1 +1 Bonus Feat +3 -1 6th +4 +5 +2 +2 Cyberware +3 -2 7th +5 +5 +2 +2 Cyberware +4 -2 8th +6 +6 +2 +2 Bonus Feat +4 -2 9th +6 +6 +3 +3 Cyberware +5 -3 10th +7 +7 +3 +3 Cyberware +5 -3 Class Features Cyberware: Each time this class feature is earned, the Cyborg may choose to add a new piece of Cyberware or upgrade an existing one (see Chapter 8: Cyberware). Bonus Feats: Bonus feats can be taken at 2nd, 5th, and 8th level. They must be from the following list: Alertness, Athletic, Blind-fight, Builder, Cautious, Cybertaker, Focused, Great Fortitude, Lightning Reflexes, Meticulous, Toughness. Engineer Description As the years have passed, the large corporations which built military aerospace vehicles have looked to design and build new craft in a more organic, aesthetically pleasing manner. You are one of those people, either with or without a contract, and you may have a few specialized components to your name. People from all around the system call on you for special work, and you make more money than your old boss ever thought possible. The fastest path into this class is through the Smart Hero, though other paths are possible. Requirements Skills: Computer Use 7 ranks, Craft (electronics) 7 ranks, Disable Device 5 ranks. Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 34. 32 Characters Characters Class Information Hit Die: 1d6. Action Points per Level: 6 + ½ character level. Class Skills: Computer Use, Craft (electronic, mechanical), Demolitions, Disable Device, Drive, Knowledge (earth and life sciences, physical sciences, pop culture, technology), Navigate, Pilot, Read/Write Language, Repair, Research, Search, Speak Language. Additional Skill Points per Level: 7 + INT modifier. The Engineer Class Level Base Attack Fort Ref Will Special Defense Bonus R 1st +0 +0 +0 +2 Bonus Feat +1 + 2nd +1 +0 +0 +3 Extreme Weapons System +1 + 3rd +1 +1 +1 +3 Bonus Feat +2 + 4th +2 +1 +1 +4 Build Weapons System +2 + 5th +2 +1 +1 +4 Bonus Feat +3 + 6th +3 +2 +2 +5 Extreme Flight Control +3 + 7th +3 +2 +2 +5 Bonus Feat +4 + 8th +4 +2 +2 +6 Build Avionics +4 + 9th +4 +3 +3 +6 Bonus Feat +5 + 10th +5 +3 +3 +7 Craft Design Genius +5 + Class Features Bonus Feats: At 1st, 3rd, 5th, 7th, and 9th level, the Engineer gets a bonus feat from the following list: Aircraft Operation, Builder, Cautious, Combat Expertise, Educated, Gearhead, Mastercrafter, Personal Firearms Proficiency, Point Blank Shot, Salvage, Studious. Extreme Weapons System: This ability uses one action point. At 2nd level, the Engineer knows vehicle weapons systems enough to push them beyond their limits. By making a Craft (electronics) check, the Engineer can temporarily improve the performance of the weapon, but at the risk of it short-circuiting. The DC and chance of failure are in the table below. The work takes an hour, and it is impossible to take 10 or 20 on the check. Enhancement Craft/Repair DC Break Chance (d%) +1 Damage 15 01-25 +2 Damage 20 01-50 +3 Damage 25 01-75 +500ft. range 15 01-25 +1000ft. range 25 01-50 +1 to Attack 20 01-25 +2 to Attack 25 01-50 +3 to Attack 30 01-75 Build Weapons System: At 4th level, the Engineer can build either a vehicle weapon or its requisite fire control system from off-the-shelf parts, time, and elbow-grease. The cost in Liras is halved, and it costs 1/10 its price in XP. It takes one day to build the device per 1,000 Liras of the original price. Extreme Avionics/Engineering: This class feature, obtained at 6th level, functions similarly to the Extreme Weapons System, except it only works on Craft (avionics) and Craft (engines). If repairs are needed on the vehicle’s onboard Avionics, all pilot checks take a -10 until the craft is repaired. If you took the speed boosts below, your engines could cut out completely until repaired. In the atmosphere, the Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 35. 33 Characters pilot is required to make a Pilot check each round (DC 15). If it is successful, the vehicle drops 1 flight square in altitude, and glides 2 flight squares forward. If failed, the craft tumbles, falling 2 squares downward each round until control is re-established with a Pilot check (DC 20). To land when gliding, a Pilot check (DC 25) must be made. If this check fails, or the craft is falling out of the sky, a Dexterity check (DC 10) must be made to rapidly yank the eject handle. If the craft hits the ground, it crumples and may explode (20% chance), most likely killing the occupants. Improvement Craft/Repair DC Break Chance (d%) +2 Bonus on Pilot Checks 15 01-25 +4 Bonus on Pilot Checks 20 01-50 +6 Bonus on Pilot Checks 25 01-75 +1/1 Flight Speed 15 01-25 +2/2 Flight Speed 25 01-50 +3/3 Flight Speed 35 01-75 Build Avionics: This feature works just like the Build Weapons Feature, and is gained at 8th level. The rules are just the same as above. Craft Design Genius: The Engineer can build vehicles from scratch, at 10th level. The construction cost is 1,000ℓ per point of CR, and no Credit Rating is required. Construction time is three factors higher than the factory-produced model (2-4 weeks for a Fighter, 2-3 months for a Mech or Bomber). Also, these vehicles are slightly more prone to accidents than the factory-built ones, so it must spend one hour in maintenance for every ten hours in the air (or space). Sleeper Agent Description The sleeper agent is one thing the Cornerian government rarely talks about. This spy, created by a combination of hypnosis, psychology, nanomedicine, and neuroscience is the most capable espionage tool, capable of being deployed to a position years in advance. This is a spy who does not know it. Sleeper agents are “programmed” with hundreds of code words, cover identities, drop points, and other tools of the spy trade. Only a coded message can unlock this knowledge, and it is forgotten when the assignment is over. This works well only in theory, as the brain is not perfect. Player characters are “imperfect” – they dream of people they have never met, and a casual conversation could potentially unlock a torrent of classified information. The Venomians used huge numbers of these agents during the Lylat Wars, but many had identity crises and spurned the regime that birthed them. The fastest path into this class is through the Dedicated Hero, though other paths are possible. Requirements Skills: Concentration 4 ranks, Sense Motive 6 ranks. Feats: Alertness or Attentive. Class Information Hit Die: 1d6. Action Points: 6 + ½ character level. Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 36. 34 Characters Characters Class Skills: Balance, Bluff, Concentration, Demolitions, Disguise, Disable Device, Escape Artist, Hide, Investigate, Knowledge (any), Listen, Move Silently, Pilot, Read/Write Language, Search, Sleight of Hand, Speak Language, Spot. Additional Skill Points per Level: 7 + INT modifier. The Sleeper Agent Class Level Base Attack Fort Ref Will Special Defense Bonus Reputatio 1st +0 +2 +2 +0 Extra Occupation +1 +0 2nd +1 +3 +3 +0 Autohypnosis +1 +0 3rd +2 +3 +3 +1 Contact, low-level +2 +1 4th +3 +4 +4 +1 Extra Occupation +2 +1 5th +3 +4 +4 +1 Extra Talent +3 +1 6th +4 +5 +5 +2 Contact, mid-level +3 +2 7th +5 +5 +5 +2 Extra Occupation +4 +2 8th +6 +6 +6 +2 Extra Talent +4 +2 9th +6 +6 +6 +3 Contact, high-level +5 +3 10th +7 +7 +7 +3 Extra Occupation +5 +3 Class Features Extra Occupation: At 1st, 4th, 7th, and 10th level, the Sleeper Agent gains access to one of her alternate identities. In addition to a crushing amount of personal material, she can gain the knowledge associated with the occupation, such as the added class skills and feats. Despite this, there is no wealth bonus gained for occupations other than your starting one. Autohypnosis: At 2nd level, the Sleeper Agent obtains Autohypnosis as a class skill (she may buy ranks normally for this skill): Autohypnosis (Wis) You have trained your mind to resist certain injuries and threats while also gaining a few select benefits. Trained only Check: The DC and effect depend on the task you attempt. Task DC Memorize 15 Tolerate Poison Poison’s DC Willpower 20 Scour deep memories 20 Memorize: You can attempt to memorize a long string of numbers, a long passage of verse, or a particularly difficult piece of information. Each successful check allows you to memorize up to 250 words or the equivalent of what could be comfortably contained on a single sheet of paper. You always retain this information; however, you can recall it only with a successful autohypnosis check. Tolerate Poison: In response to being poisoned, you may make an autohypnosis check on your next action. A successful check grants you a +4 morale bonus on your saving throw to resist the poison’s secondary damage. Willpower: If reduced to 0 hit points (disabled), you can perform a strenuous action without taking one point of damage. A failed check has no penalty; you may choose not to perform the action. If you fail and decide to take the action anyway, you take one point of damage (as normal). Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 37. 35 Characters Scour Deep Memories: If you fail at a Knowledge check or similar check that does not allow for a retry, you can take a full round action to search your trove of implanted memories for something helpful. If you succeed at a DC 20 Autohypnosis check, you may retry the check with a +4 morale bonus. You may only scour deep memories once per check. Try Again? For Memorize and Scour Deep Memories, you can attempt it once per round. You cannot try again for Tolerate Poison, and only once a round for Willpower. Special: You can take 10 on Autohypnosis, but not 20. Contact: A Sleeper Agent of 3rd level or higher knows passwords and other secret signals that tie her into a network of associates and informants. Each time the Sleeper Agent gains a contact, the GM should develop a supporting character to represent the contact. Not all of these contacts may be sleeper agents themselves, but they could be lesser agents with an order to give the customer what she want if she gives you the three-fingered handshake. Contacts include journalists, black marketers, street people, store clerks, air taxi drivers and others who can provide limited aid and information. A contact will not risk his or her life, or accompany the Sleeper Agent on a mission. Contacts may be called once a week, and compensation is required, either as a favor for a professional, or money for underworld or street contacts. The compensation is 500 Liras for a low-level contact (Lv1-5), 2500 Liras for mid-level (Lv6-10), and 15000 Liras for high-level (Lv11+) contacts. Extra Talent: At 5th and 8th level, the sleeper agent gains a bonus talent, which can be chosen from a base class in which the character has at least one level. The character must meet the prerequisites normally. Wing Commander Description Due to the cost and trouble of equipping and deploying small fighter units, a leader with a decisive, strategic mind is required – it can be hard to plan tactics and come away with as little damage as possible to your craft. Wing Commanders are the jack-of-all-trades “coach” for a fighter wing, powered armor team, or even a space combat infantry unit. They are entrusted with the responsibility of keeping the vehicles in order, overseeing repairs when they take damage, and see that the pilots make it home safely. There is a loss of specialization associated with this class, but it should be of little consequence. The fastest path into this class is through the Charismatic Hero, though other paths are possible. Requirements Skills: Diplomacy 6 ranks, Knowledge (tactics) 3 ranks. Feats: Spacecraft Operation or Armor Proficiency (heavy or powered), Renown. Class Information Hit Die: 1d6. Action Points: 6 + ½ character level. Class Skills: Bluff, Computer Use, Diplomacy, Drive, Gather Information, Intimidate, Knowledge (behavioral sciences, civics, Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 38. 36 Characters Characters current events, popular culture, strategy), Navigate, Pilot, Read/Write Language, Sense Motive, Speak Language, Spot. Additional Skill Points per Level: 6 + INT modifier. The Wing Commander Class Level Base Attack Fort Ref Will Special Defense Reputation 1st +0 +0 +1 +2 Leadership +0 +1 2nd +1 +0 +2 +3 Exploit Weakness +1 +2 3rd +2 +1 +2 +3 Bonus Feat +1 +2 4th +3 +1 +2 +4 Plan +1 +3 5th +3 +1 +3 +4 Small-unit Tactics +2 +4 6th +4 +2 +3 +5 No Sweat +2 +4 7th +5 +2 +4 +5 Bonus Feat +2 +5 8th +6 +2 +4 +6 Uncanny Survival +3 +5 9th +6 +3 +4 +6 Sixth Sense +3 +5 10th +7 +3 +5 +7 Fast Tactics +3 +6 Class Features Leadership: By directing the actions of others, a Wing Captain can increase his chance of strategic success. This requires a Diplomacy check (DC 10 + the number of allies to be influenced) and a full round action. A success grants a competence bonus on all of his allies’ skill checks for one minute, or a single task if it takes longer than a minute to complete (the bonus is equal to the Wing Captain’s Charisma modifier). All allies to be affected must be within visual and/or audio range of the Wing Captain, and must be able to understand him (not jammed or garbled). Exploit Weakness: At 2nd level, the Wing Captain can designate one opponent and use superior tactics to gain an advantage in a dogfight. The Wing Captain uses a move action and makes an opposed Knowledge (tactics) check. If the check succeeds, the Wing Captain can use his Intelligence modifier instead of his Strength or Dexterity modifier as he finds ways to outthink his opponent and notice weaknesses in their tactics. Bonus Feat: At 3rd and 7th level, the Wing Captain gets a bonus feat. The bonus feat must be selected from the following list: Attentive, Confident, Educated, Iron Will, Jack-of-all-Trades, Personal Firearms Proficiency, Toughness, Trustworthy, Vehicle Expert. Prerequisites must be met. Plan: Prior to a dramatic situation, either combat- or skill-related, the Wing Captain can develop a plan of action to handle the situation. Using this talent requires preparation, and the Wing Captain cannot use this ability when surprised or otherwise unaware of the situation. The Wing Captain makes a Knowledge (tactics) check (DC 20). The result of the check provides the Wing Captain and his allies with a circumstance modifier on skill checks and attack rolls (the amount of deviation from the DC is the modifier – if the check is failed, everybody takes a penalty for following a poor plan). This bonus lasts for three rounds. Small-Unit Tactics: Beginning at 5th level, the Wing Captain can use his tactical knowledge to direct his allies during battle. By using an attack action, the Wing Captain can grant any ally (not including himself) a competence bonus on either attack rolls or vehicle Defense. The bonus is equal to the Wing Captain’s Intelligence bonus, and lasts for a number of rounds equal to 1d4 + the Wing Captain’s Charisma modifier. Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 39. 37 Characters No Sweat: When the Wing Captain spends one action point to improve the result of a die roll, he adds an extra 1d6 (stacks with other bonuses from feats and/or talents). Uncanny Survival: Beginning at 8th level, the Wing Captain can add his Wing Captain class level to his vehicle Defense for one round, once per day. He can declare this as a free action, and it lasts until the start of his next turn. Fast Tactics: At 9th level, the Wing Captain requires less time to direct his allies. He can direct a single ally with a free action, or all of his allies with an attack action. Regardless, the Wing Captain can only use fast tactics once per round. Premonition: At 10th level, the Wing Captain becomes a legendary commander who seemingly knows what the enemy will do before even they do. Whenever the Wing Commander spends an action point to improve a die roll, he rolls an extra 1d6. This ability stacks with No Sweat and any talents which allow you to improve the result of a die roll. Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 40. 38 Characters Characters Chapter 2: Campaigns Having trouble coming up with that gripping plotline? Here is a list of helpful starter ideas, as well as some tips on how to run a successful campaign that keeps the players coming. Any Port in better than they do. The bad guys duck down a a Storm metaphorical (or literal) side- road, trying to hide or blend The PCs are seeking into an environment (often one shelter from the elements or hostile to the PCs). If the bad some other threat, and come guys cross the adventure's across a place to hole up. "finish line" (cross the county They find that they have line, make the warp jump, etc.) stumbled across something there's no way to pursue them dangerous, secret, or beyond it. supernatural, and must then deal with it in order to enjoy a little rest. Common Twists & Blackmail Themes: The shelter contains the cause of the threat the PCs Usually through trickery were trying to avoid. The (but sometimes by digging into shelter houses a Hidden Base the PCs' past), an antagonist (q.v.). The PCs must not only has something to hold over the struggle for shelter, they must heads of the PCs and make struggle to survive. The place them jump. This could be any is a legitimate shelter of some kind of threat from physical to kind, but the PCs are not social, but it depends on the welcome, and must win hearts villain having something - or minds to earn their bed for even if it's information - that the night. others don't have. Now, he is pulling the strings of the PCs, Better Late telling them to do things they don't want to. The PCs must Than Never end the cycle of blackmail, deprive the villain of his edge, Some bad guys have and keep him temporarily arrived and done some bad guy satisfied while doing it. things. The PCs were none the Common Twists & wiser. The bad guys have now Themes: The adventure hook made good their escape, and involves the PCs doing the the PCs have caught wind of it villain a good turn, which in time to chase them down allows him to take advantage before they make it back to of them (very cynical!). To their lair, their home nation, succeed, the PCs must contact behind enemy lines, etc. other folks that are also being Common Twists & used. The PCs aren't the Themes: The bad guys victims at all, but somebody escaped by stealing a they care about/are charged to conveyance that the PCs know protect, is. Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 41. 39 Campaigns Breaking and Entering Mission objective: Enter the dangerous place, and retrieve the vital dingus or valuable person. Overcome the area's defenses to do so. Clearing The Common Twists & Themes: The goal is not to Hex extract a thing, but to destroy a thing or interfere with a There is a place where bad process (kill the force-screen things live. The PCs must generator, assassinate the evil make it safe for nice people, king, stop the spell from being systematically clearing it of cast, wreck the invasion plans, danger. close the portal). The goal has Common Twists & moved. The goal is Themes: The bad things can't information, which must be be beaten with direct conflict. broadcast or otherwise released The PCs must learn more from the area as soon as it is about them to solve the found. The job must be done problem. The Haunted House. without alerting anyone. The The Alien Infestation. The PCs don't know the place is Wild Forest. dangerous. The PCs must replace the thing with another thing. Delver's Delight The PCs are treasure- Capture the Flag hunters, who have caught wind of a treasure-laden ruin. They The PCs must secure a go to explore it, and must deal military target for the good with its supernatural denizens guys. There are bad guys there to win the treasure and get out that prefer not to be secured. alive. The fundamental tactical Common Twists & scenario. Themes: The treasure itself is Common Twists & something dangerous. The Themes: The PCs must treasure isn't in a ruin, but in a assemble and/or train a force to wilderness or even hidden do the job with them. The PCs somewhere "civilized." The are working with flawed treasure is someone else's intelligence and the target zone rightful property. The treasure isn't as described. The PCs turns out to have a will of its must coordinate their own own. efforts with an ally group (possibly putting aside rivalries Don't Eat The to do so). The target zone includes a population of Purple Ones innocent people, fragile goods, or some other precious thing The PCs are stranded in a that mustn't be harmed in the strange place, and must survive crossfire. by finding food and shelter, Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 42. 40 Characters Characters and then worry about getting its rightful owner, etc. They back home. must undertake a dangerous Common Twists & journey in which one or more Themes: The PCs must factions (and chance and survive only for a short period misfortune) try to deprive them of time, until help arrives, the of the thing in their care. ship and/or radio is repaired, or Common Twists & some such thing (in "repair" Themes: The thing or person scenarios, sometimes the PCs is troublesome, and tries to must discover some fact about escape or sidetrack the PCs. the local environment that will The destination has been make such repairs possible). destroyed or suborned by the enemy, and the PCs must take Elementary, upon themselves the job that either the destination or their My Dear Watson charge was meant to do when it got there. The person is a A crime or atrocity has person attempting a political been committed; the PCs must defection. Safe arrival at the solve it. They must interview destination doesn't end the witnesses (and prevent them story; the PCs must then from being killed), gather clues bargain with their charge as (and prevent them from being their token (exchanging money stolen or ruined). They must for a hostage, for instance). then assemble proof to deliver The PCs must protect the to the authorities, or serve as target without the target personal ministers of justice. knowing about it. Common Twists & Themes: The PCs are Good working to clear an innocent already accused (possibly Housekeeping themselves). The PCs must work alongside a special The PCs are placed in investigator or are otherwise charge of a large operation (a saddled with an unwanted ally. trading company, a feudal Midway through the barony, the CIA) and must, adventure, the PCs are "taken despite lack of experience in off the case" - their such things, make it work and invitation/authority to pursue thrive. the matter is closed (often the Common Twists & result of political maneuvering Themes: The PCs are brought by an antagonist). The climax in because something big is is a courtroom scene or other about to happen, and the Old arena of judgment. The scale Guard wants a chance to is highly variable for this type escape. The peasants, of adventure, from a small- neighbors, employees, etcetera town murder to a planetwide resent the PCs, because their pollution scandal. method of inheritance looks outwardly bad and everybody loved the old boss. Escort Service Help is on The PCs have a valuable the Way object or person, which needs to be taken to a safe place or to Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 43. 41 Campaigns A person (church group, nation, galaxy) is in a hazardous situation they can't How Much survive without rescue. The For Just The PCs are on the job. In some scenarios, the hook is as Dingus? simple as a distant yell or crackly distress signal. Within a defined area, Common Twists & something important and Themes: The victim(s) is valuable exists. The PCs (or (are) a hostage, or under siege their employers) want it, but so from enemy forces, and the do one or more other groups. PCs must deal with the captors The ones that get it will be the or break the siege. There is a ones that can outthink and danger that any rescue outrace the others, deal best attempts will strand the with the natives of the area, rescuers in the same soup as and learn the most about their the rescuees, compounding the target. Each competing group problem. The rescuees aren't has its own agenda and people, but animals, robots, or resources. something else. The "victim" Common Twists & doesn't realize that he needs Themes: The natives require rescuing; he thinks he's doing the competing factions to something reasonable and/or gather before them as pals to safe. The threat isn't villain- state their cases. The valuable oriented at all; it's a natural thing was en route somewhere disaster, nuclear meltdown, or when its conveyance or courier disease outbreak. The rescuees wrecked or vanished. can't leave ; something immobile and vital must be tended to or dealt with at the I Beg Your adventure location. The PCs begin as part of the rescuees, Pardon? and must escape and gather The PCs are minding their forces or resources to bring own business when they are back and proceed as above. attacked or threatened. They don't know why. They must solve the mystery of their attacker's motives, and in the Hidden Base meantime fend off more attacks. They must put two The PCs, while traveling and two together to deal with or exploring, come across a the problem. hornet's nest of bad guys, Common Twists & preparing for Big Badness. Themes: The PCs have They must either find some something that the bad guys way to get word to the good want - but they don't guys, or sneak in and disable necessarily realize it. The bad the place themselves, or a guys are out for revenge for a combination of both. dead compatriot from a Common Twists & previous adventure. The bad Themes: The PCs must figure guys have mistaken the PCs out how to use local resources for somebody else. in order to defend themselves or have a chance against the inhabitants. Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 44. 42 Characters Characters Long Or them or needs them returned. The PCs are called in to find Short Fork When them and bring them back. Common Twists & Dining On Elf? Themes: The target has been kidnapped (possibly to The PCs are a diplomatic specifically lure the PCs). The vanguard, trying to open up (or target is dangerous and shore up) either political or escaped from a facility trade relations with a strange designed to protect the public. culture. All they have to do is The target is valuable and manage for a day or so among escaped from a place designed the strange customs without to keep him safe, cozy, and offending anybody…and what conveniently handy. The information they have is both target has a reason for leaving incomplete and dangerously that the PCs will sympathize misleading. with. The target has stumbled Common Twists & across another adventure Themes: The PCs were (either as protagonist or chosen by somebody who victim), which the PCs must knew they weren't prepared for then undertake themselves. it - an NPC trying to sabotage The missing "person" is an the works (pinning this villain entire expedition or pilgrimage might be necessary to avert of some kind. The target isn't disaster). a runaway or missing/lost - they're just someone that the PCs have been hired to track Look, down (possibly under false Don't Touch pretenses). The PCs are working surveillance – spying on a person, gathering information Missing on a beast in the wild, scouting a new sector. Regardless of Memories the scale, the primary conflict (at least at the start) is the rule One or more of the PCs that they are only to watch, wakes up with no memory of listen and learn. They are not the recent past, and now they to make contact or let find themselves in some kind themselves be known. of trouble they don't Common Twists & understand. The PCs must Themes: The target gets itself find the reason for the memory in trouble and the PCs must lapse, and solve any problems decide whether to break the they uncover in the meantime. no-contact rule in order to Common Twists & mount a rescue. Themes: The forgetful PCs voluntarily suppressed or erased the memories, and they find themselves undoing their Manhunt own work. Someone is gone: They've Most Peculiar, run away, gotten lost, or simply haven't called home in Momma a while. Somebody misses Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 45. 43 Campaigns Something both bad and The PCs are minding their inexplicable is happening own business and find (racial tension is being fired up themselves transported to a in town, all the power is out, strange place. They must the beer supply is drained, it's figure out where they are, why snowing in July, Voyager still they are there and how to has fans, hordes of aliens are escape. eating all the cheese), and a lot Common Twists & of people are very troubled by Themes: They were brought it. The PCs must track the there specifically to help phenomenon to its source, and someone in trouble. They stop it. were brought there by Common Twists & accident, as a by-product of Themes: The PCs are something strange and secret. somehow unwittingly Some of the PCs' enemies responsible for the whole were transported along with thing. What seems to be a them (or separately), and now problem of one nature they have a new battleground, (technological, personal, and innocents to convince biological, chemical, magical, which guys are the good guys. political, etc) is actually a problem of an alternate one. Ounces of No One Prevention Has Soiled The A villain or organization is getting ready to do something Bridge bad, and the PCs have received a tip-off of some sort. They The PCs are assigned to must investigate to find out guard a single vital spot more about the caper, and then (anything from a mountain act to prevent it. pass to a solar system) from Common Twists & impending or possible attack. Themes: The initial tip-off They must plan their defensive was a red herring meant to strategy, set up watches, set distract the PCs from the actual traps, and so on, and then deal caper. There are two with the enemy when it simultaneous Bad Things on arrives. the way, and no apparent way Common Twists & to both of them - how to Themes: The intelligence the choose? PCs was given turns out to be faulty, but acting on the new information could result in greater danger - but so could not acting on it, and the PCs Pandora's Box must choose or create a Somebody has tinkered compromise. The PCs learn with Things Man Ought Not, that the enemy has good and or opened a portal to the Mean sympathetic reason for wanting People Dimension, cracked a to destroy the protected spot. wall at the state prison, or summoned an ancient Not Babylonian god into a penthouse. Before the PCs can In Kansas even think of confronting the source of the trouble, they Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 46. 44 Characters Characters must deal with the waves of dingus. The PCs must "go trouble already released by it: undercover" or otherwise monsters, old foes out for infiltrate a group or society, vengeance, curious aliens who gaining the dingus by guile or think cars/citizens/McDonald's stealth. hamburgers resemble food, and so forth. Common Twists & Themes: The PCs can't Recent Ruins simply take the released badness to the mat; they have A town, castle, starship, to collect it and shove it back outpost, or other civilized into the source before it the construct is lying in ruins. adventure can really end. The Very recently, it was just PCs are drawn in to the source dandy. The PCs must enter the and must solve problems on ruins, explore them, and find the other side before returning out what happened. to this one. A secret book, Common Twists & code, or other rare element is Themes: Whatever ruined the necessary to plug the breach ruins (including mean people, (maybe just the fellow who weird radiation, monsters, a opened it). A close cousin to new race, ghosts) is still a this plot is the basic threat; the PCs must save the "somebody has traveled into day. The inhabitants destroyed the past and messed with our themselves. The "ruins" are a reality" story. derelict ship or spaceship, recently discovered. The Quest For "ruin" is a ghost town, stumbled across as the PCs the Sparkly travel - but the map says the town is alive and well. Hoozits Somebody needs a dingus Running the (to fulfill a prophecy, heal the monarch, prevent a war, cure a Gauntlet disease, or what have you). The PCs must travel The PCs must find a dingus. through a hazardous area, and Often an old dingus, a get through without being mysterious dingus, and a killed, robbed, humiliated, powerful dingus. The PCs debased, diseased, or educated must learn more about it to by whatever is there. The track it down, and then deal troubles they encounter are with taking it from wherever it rarely personal in nature - the is. place itself is the "villain" of Common Twists & the adventure. Themes: The dingus is Common Twists & incomplete when found (one of Themes: The place isn't the most irritating and un-fun dangerous at all, and the plot twists in the universe). various "dangers" are actually Somebody already owns it (or attempts to communicate with recently stole it, sometimes the party by some agent or with legitimate claim or another. cause). The dingus is information, or an idea, or a substance, not a specific Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 47. 45 Campaigns The PCs are imprisoned, and must engineer an escape, Safari overcoming any guards, automatic measures, and The PCs are on a hunting geographic isolation their expedition, to capture or kill prison imposes on them. and elusive and prized Common Twists & creature. They must deal with Themes: Something has its environment, its own ability happened in the outside world to evade them, and possibly its and the prison security has ability to fight them. fallen lax because of it. The Common Twists & PCs have been hired to "test" Themes: The creature is the prison - they aren't normal immune to their devices and inmates. Other prisoners weapons. There are other decide to blow the whistle for people actively protecting the spite or revenge. The PCs are creature. The creature's lair undercover to spy on a allows the PCs to stumble onto prisoner, but are then mistaken another adventure. for real inmates and kept incarcerated. The PCs must escape on a tight schedule to Score One get to another adventure outside the walls. for the Home Team Take Us To The PCs are participants in Memphis And a race, contest, tournament, scavenger hunt or other Don't Slow Down voluntary bit of sport. They must win. The PCs are on board a Common Twists & populated conveyance (East Themes: The other Indiaman, Cruise Ship, Ferry, contestants are less honest, and Sleeper Starship), when it is the PCs must overcome their hijacked. The PCs must take attempts to win dishonestly. action while the normals sit The PCs are competing for a and twiddle. deeper purpose than victory, Common Twists & such as to keep another Themes: The "hijackers" are contestant safe, or spy on one, government agents pulling a or just to get into the place complicated caper, forcing the where the event goes down. PCs to choose sides. The The PCs don't wish to win; hijackers don't realize there is a they just wish to prevent the secondary danger that must be villain from winning. The dealt with, and any attempt to event is a deliberate test of the convince them is viewed as a PCs abilities (for entry into an trick. The normals are organization, for example). unhelpful or even hostile to the The event becomes more PCs because they think the deadly than it's supposed to. PCs are just making matters worse. Stalag 23 Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 48. 46 Characters Characters Common Twists & Themes: Either the place itself Troublemakers is threatening (in which case the PCs must both play A bad guy (or a group of National Geographic and them, or multiple parties) is simultaneously try to escape kicking up a ruckus, upsetting with their skin, sanity, and the neighbors, poisoning the credit rating) or the place itself reservoirs, or otherwise is very valuable and causing trouble. The PCs have wonderful, and something else to go where the trouble is, there is keen on making sure locate the bad guys, and stop the PCs don't let anyone else the party. know. Other potential Common Twists & conflicts involve damage to the Themes: The PCs must not PCs' conveyance or harm the perpetrator(s); they communication equipment, in must be bagged alive and well. which case this becomes Don't The bad guys have prepared Eat the Purple Ones. something dangerous and hidden as "insurance" if they are captured. The "bad guy" is a monster or dangerous animal We're On (or an intelligent creature that everybody thinks is a monster The Outside or animal). The "bad guy" is a respected public figure, Looking In superior officer, or someone else abusing their authority, Any of the basic plots in and the PCs might meet this list can be reengineered hostility from normally-helpful with the PCs on the outside of quarters who don't accept that it. Either the PCs are the bad guy is bad. A balance accompanying other characters of power perpetuates the in the midst of such a plot trouble, and the PCs must (often being called on to choose sides to tip the balance defend the plot from the and fix things. The "trouble" outside, as it were), or they are is diplomatic or political, and minding their own business the PCs must make peace, not when the others involved in the war. plot show up, and must pick sides or simply resist. For instance, with Any Old Port In The Storm, the PCs could Uncharted already be enjoying (or native to) the shelter when a strange Waters group arrives. If the "the PCs are unwelcome" variant is The PCs are explorers, and employed, then perhaps the their goal is to enter an PCs will be the only voice of unknown territory and scope it reason to still the religious out. Naturally, the job isn't fervor, racial prejudice, anti- just going to be surveying and monster sentiment, or drawing sketches of local whatever else is the source of fauna; something is there, conflict. something fascinating and Common Twists & threatening. Themes: The PCs find themselves on the receiving Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 49. 47 Campaigns end of the adventure. Take hunted. Instead of fixing, they any of the plots here and must avoid getting "fixed" reverse them, placing the PCs themselves (ow). Alternately, in the position where NPCs leave a classic plot intact but (often the villain, fugitive, turn the twists upside down, etcetera) normally are. Instead making them twistier (or of hunting, they must be refreshingly un-twisty). Tips and Tricks Surrender yourself to metaphor. I've written the plots in the language of (typically very physical) action-adventure genres, because that's the basic form of roleplaying adventure - but if you're playing on more levels than that, the list can still punch its weight. Just remember that every thing, place, and foe can really be a piece of information, person, and unhealthy attitude, as surely as a space station can be a dungeon and a magical residue can be a fingerprint. Double up. A nice basic method is the chameleon game, where an adventure presents itself as one type of story in the "hook layer" but reveals itself as something else. Sometimes, the switch is innocent and natural - Don't Eat the Purple Ones, for example, makes a good hook for Running the Gauntlet, and Most Peculiar, Momma is a logical lead for Pandora's Box. Sometimes, the switch is something more sinister or deliberate, with NPCs selling the adventure as one thing when it's really another. This can still be innocent, in its way, if the NPCs have been duped themselves, or if they're just desperate for help and worried that nobody will be eager to tackle the real problem. Throw yourself a curve. Your players will, anyway, so practice early. Pick two random entries from the Big List and make your adventure on those, no matter what comes up - the first one is the hook layer; the second is the meat of the adventure. If the same entry comes up both times, go with it! Two layers can have a similar structure but very different roots or details. Double up, part two: Some very satisfying adventures weave two separate (or thematically-related) plots together. An easy way to make this work is to make one plot physical and the other plot personal. That way just one of the plots puts demand on the PCs' location, while the other one can tag along anywhere. For example: the PCs are hired to escort a prince to a summit so he can appear before the masses and end a war (a physical and simple example of Escort Service), but on the way, they realize that the poor guy is suicidal because state obligations have ruined his love life, and must prevent his self-destruction by either fixing the problem or convincing him to shoulder the burden (a personal and metaphorical example of Ounces of Prevention). Don't Panic. A lot of GMs come to the Big List only once they've begun to panic. Don't crucify yourself just yet! In particular, don't fuss too much over plot, as many GMs do. All of the plots here can provide a tried-and-true, simple structure, and structure is all you need a plot for in a roleplaying game. Remember to play to the strengths of the medium - most all of which are about character, not plot. Only in an RPG can you experience a fictional character on a personal, first-hand level. Outline your adventures to make the most of that. Any plot that contains more than a basic structure is more likely to pull attention away from character, and that's burning the bridge for firewood. All Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 50. 48 Characters Characters you need to do is be ready to roll with the curves and have fun hamming it up. Relax. Game. And finally, here's the Little List of Nearly-Universal Plot Twists That Work With Almost Any Plot Ever: The PCs must work alongside an NPC or organization they'd rather not pal around with (those who are normally rivals or villains, or just a snooty expert sent along to "help" them, etc). The victims are really villains and the villains are really victims. The PCs meet others who can help them, but won't unless the PCs agree to help them with their own causes. The villain is somebody the PCs know personally, even respect or love (or someone they fall for, mid-story). The PCs must succeed without violence, or with special discretion. The PCs must succeed without access to powers, equipment, or other resources they're used to having. The villain is a recurring foil. Another group comparable to the PCs has already failed to succeed, and their bodies/equipment/etc provide clues to help the PCs do better. There are innocents nearby that the PCs must keep safe while dealing with the adventure. The adventure begins suddenly and without warning or buildup; the PCs are tossed into the fire of action in scene one. The PCs must pretend to be someone else, or pretend to be themselves but with very different allegiances, values or tastes. The PCs can't do everything and must choose: Which evil to thwart? Which innocents to rescue? Which value or ideal to uphold? The PCs must make a personal sacrifice or others will suffer. The PCs aren't asked to solve the problem, just to render aid against a backdrop of larger trouble: get in a shipment of supplies, sneak out a patient that needs medical help, or so on. One of the PCs is (or is presumed to be) a lost heir, fulfillment of a prophecy, a volcano god, or some other savior and/or patsy, which is why the PCs must do whatever the adventure is about. There is another group of PC-like characters "competing" on the same adventure, possibly with very different goals for the outcome. Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 51. 50 Equipment Equipment Chapter 3: Equipment Prices In the d20 Modern Roleplaying Game and d20 Future, equipment uses the Wealth Bonus system. Characters have a Wealth Bonus, and use it to make checks against an items Purchase DC. In Lylat, a currency called the Lira (ℓ, based on an old Earth currency circa 20th century AD) is used. To facilitate the purchase of items from either of these books, use the Purchase DC table on page 145 of d20 Future – the prices given are the same in Dollars as they are in Lira. Weapons Weapons are greatly varied equipment designed to damage objects and life forms. Such devices range from an axe, sword, or club to railguns, firearms, and laser weapons. Every weapon has its flaws and strong points, and there is no true “best gun”. When you want a job done right, you have to make sure you know your equipment beforehand – many a recon mission has failed because of improper choice of sidearms. Several types of weapons are given below just as they are in the d20 Modern Roleplaying Game; this is simply to make it easier for players to find information quickly. All costs are in Lira (ℓ). Sidearms Your average, every day, Joe-blow-off-the-street weapons. These can be found anywhere, everybody has one, and they are easy as pie to conceal. All military personnel are trained in their use, and most people have had some experience with them, if only in self-defense. Sidearms (Require Personal Firearms Proficiency) Weapon Range Type Damage Critical ROF Magazine Size Cost (ℓ) Weight Auto Laser Pistol 40ft. Laser 2d6 20 S, A 50 box S 1200 5lbs. Blaster 20ft. Plasma 2d4+1* 19-20 S* -- S 900 1lb. Heavy Laser 60ft. Laser 3d6 20 S 30 box M 1200 2lbs. Holdout Laser 20ft. Laser 1d8 20 Single 50 int. T 500 1lb. Laser Pistol 40ft. Laser 2d8 20 S 50 box S 900 2lbs. Mini Laser Pistol 30ft. Laser 2d4 20 S 30 box T 650 1lb. Laser weapons, are the tried and true staple of most military forces and mercenaries. The prime advantages over projectile weapons are their better range and accuracy due to lack of projectile mass – they are unaffected by gravity and wind. Laser weapons are known to be relatively reliable, and pack a 30ft laser sight. Laser weapons draw power from Carbon Dioxide power cells, and don’t really have much in the line of magazine limitations – though they do occasionally need recharging. The primary disadvantage of laser weaponry is the tendency of the beam to bore a relatively small hole through the target, then cauterize the wound channel. This results in reduced stopping power compared to some archaic weapons that rely on blunt trauma. Plasma weaponry is mostly useful against personnel. The plasma “bolt” mushrooms on contact with flesh, causing massive damage for its size. On metal armor such as the side of a starship, however, all it does is heat and score the metal before dissipating. This is very useful for crewmembers aboard starships, as you don’t want to accidentally punch a hole in the hull. Auto Laser Pistol This pistol can fire at a much higher rate than other Laser Pistols. The added cooling makes it twice as heavy as the Laser Pistol, but the Auto Laser is more accurate than an automatic projectile weapon. This weapon has a Burst Fire mode. Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 52. 51 Equipment Blaster These are the standard-issue sidearms for all starship-bound forces throughout the system. The Mk1 fires a small bolt of plasma, and has very little recharge time between shots (2d4+1 damage, semiauto fire). The Mk2 variant, however, sacrifices this recharge time in return for a more powerful shot, and is often used for personal defense and in situations where the first shot is the only one that counts (2d6+1 damage, single fire). Also available is a downgraded Mk1, only capable of temporarily stunning an adversary (deals 2d4 subdual damage). These weapons give way to lasers on the battlefield, as they have little use against armor and are only effective at short range. This is the only ranged weapon that does not require ammunition, utilizing an air compressor and spark plug to create the plasma for each shot. All Blasters suffer a –1 penalty on attack rolls if the target is armored. All characters in the Military, Police, or Adventurer careers who are stationed on a starship or space station get this weapon for free upon creation or when they are assigned to their spacefaring vessel. Heavy Laser A beefier version of the Laser Pistol, the Heavy Laser has a greater range and a more damaging beam. This weapon is a favorite among bounty hunters and large races. Holdout Laser The Holdout Laser is a weapon of last resort due to its short range, tiny power supply, and anemic emitter. Also known as a “Pocket Pistol” or “Purse Gun”. It is sometimes used as an off-hand weapon for people who dual-wield pistols John Woo-style. Laser Pistol The Laser pistol is a well-balanced sidearm and the most commonly seen weapon in the Lylat System. It is commonly used by mercenaries, officers, and non-military personnel who want something a little more powerful than a holdout laser. This item is standard issue to all military and police forces (sans the naval officers with Blasters). Mini Laser Pistol Mini Laser Pistols are a common sidearm, but most non-combat personnel use it as a primary weapon. The emitter is weak, but it has decent range. Sometimes used as an off-hand weapon. Longarms These are larger than sidearms, and are carried mainly by military personnel. They are difficult to conceal, usually require two hands to use, and make large flashes when fired. They are, however, amazingly powerful in combat, and most capital ships of any size will have an armory with a few of these. These weapons require the Personal Firearms Proficiency feat. Longarms (Require Personal Firearms Proficiency) Weapon Range Type Damage Critical ROF Magazine Size Cost (ℓ) Weight Laser Hunting Rifle 100ft. Laser 3d8 20 Single 4 int. M 2000 10lbs. Laser Rifle 80ft. Laser 3d8 20 S 50 box M 1500 8lbs. Laser Sniper Rifle 120ft. Laser 3d8 20 Single 30 box L 2750 14lbs. Light Laser Rifle 60ft. Laser 3d6 20 S 30 box M 1200 6lbs. Plasma Rifle 80ft. Plasma 3d10+2 20 S 30 box M 1500 7lbs. Railgun Rifle 250ft. Ballistic 3d12-2* 20 Single 1 int. H -- 50lbs. Laser Hunting Rifle The Laser Hunting Rifle is a long-ranged and somewhat bulky weapon, but it reduces size and complexity by using a simple cooling system and an internal power pack. This method reduces magazine size and rate of fire, but the weapon is actually less expensive to manufacture than the laser rifle. It includes an electro-optical scope.
  • 53. 52 Equipment Equipment Laser Rifle Laser rifles are the primary weapon of the Cornerian and Venomian Armies. These weapons are proven, durable, and readily available at any arms dealer. Laser Sniper Rifle Laser sniper rifles are small and light for something of this power and complexity. It is constructed from plastic composites, and the only metal parts are the actual laser itself, and the scope – an electro-optical scope, like the .50 Sniper Rifle (see below). Light Laser Rifle This scaled-down version of the laser rifle packs a decent punch, great range, and Autofire capability, with a decent price for a laser weapon. Plasma Rifle Plasma rifles use a new technology to compress almost any fluid medium (usually air) into a tiny hollow cartridge, inject a spark of over 500,000 volts, and discharge the cartridge using electromagnets in a fashion similar to the Railgun. When this round hits a target, it fractures, discharging the superheated plasma into the surface of the target. The advantage of this cartridge system over that employed in blasters, is that it is equally effective against armored targets due to the hardness of the steel cartridge. The downside, is that firepower is once again limited by magazine capacity. Railgun Rifle The Railgun Rifle is the new kid on the block, based on a failed Terran weapon prototype of the early 21st Century. The device uses electromagnets to accelerate a fin-shaped Tungsten dart to approximately Mach 3. due to the amazingly high velocity and sectional density of the projectile, this weapon has terrific armor-piercing capability; it may ignore 10 points of vehicle Hardness, and also gets a +2 Circumstance Bonus to attack rolls. Firing rate is appallingly slow due to the single-shot magazine, but it makes up for it in raw firepower. Due to the wear on the rails, this weapon wears out after ten shots – though it may be fully repaired by replacing the rails (Repair DC 25). These rare and powerful weapons are not available for sale to the public, nor are they found among military forces, save for a few high-profile experimental programs. Heavy Weapons Weapons from this class are possibly the most damaging weapons one could carry. Price and weight are big problems with such equipment, and the reason why so few parties without large wallets and an Ursine carry them. These cannons tend to be high-maintenance tools. An electronics package similar to the one on Heavy Projectile weapons is carried. For Large creatures, these require the Advanced Firearms Proficiency feat to use without penalty; for Medium-size creatures, they each require a separate Exotic Weapon Proficiency feat. Heavy Weapons (Each requires a specific Exotic Weapon Proficiency) Weapon Range Type Damage Critical ROF Magazine Size Cost (ℓ) Weight Gatling Laser 80ft. Laser 4d8 20 A 60 box L 3500 35lbs. Laser Cannon 160ft. Laser 4d8 20 Single 10 int. H 5000 44lbs. Plasma Cannon 75ft. Plasma 4d20+3 19-20 Single 6 int. H 3500 56lbs. Rail Cannon 1000ft. Ballistic 6d12-5* 20 Single 6 int. H -- 40lbs. Gatling Laser Gatling lasers are capable of automatic fire, and have a large magazine. The weapon operates by alternating between four or more ionization chambers, rather than one. While one chamber is recharging, the next one fires, dramatically increasing the firing rate. This weapon also sees use on small military vehicles. Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 54. 53 Equipment Laser Cannon Laser Cannons are chopped-down versions of the Argon laser sported by many vehicles and craft. As a result, their range suffers, and the smaller cooling unit cannot cope with more than one shot per round. The necessary modifications to the power input make the weapon slower to reload. Plasma Cannon This weapon uses the system of the Blaster, rather than the Plasma Rifle. This comes with the bonus of not needing ammunition or batteries, but the drawbacks of short range and unpredictable field results. This weapon suffers a –1 penalty to attack rolls if the target is armored. Rail Cannon Impressive range and power mark this unusual weapon. Capable of firing a Tungsten dart at up to Mach 5, the Rail Cannon punches through armor easily. Loading a new projectile without accidentally discharging it slows the rate of fire. Rail Cannons may ignore 10 points of vehicle Hardness when applying damage, and gets a +2 Circumstance Bonus to attack rolls. This weapon is not available for sale to the public. Melee Weapons These weapons are manufactured commonly, or can be adapted from tools and miscellaneous gear. Melee Weapons (Require Simple Weapons Proficiency) Weapon Range Type Damage Critical Size Cost (ℓ) Weight Baton -- Bludgeoning 1d4 20 M 40 1lb. Brass Knuckles -- Bludgeoning --* 19-20 T 30 .5lbs. Chain -- Bludgeoning 1d6/1d6 20 L 30 4lbs. Chainsaw -- Slashing 3d6 20 L 90 10lbs. Club 10ft. Bludgeoning 1d6 20 M 20 4lbs. Knife 10ft. Slashing 1d4 19-20 T 55 1lb. Stun Gun -- Electricity 1d3‡ 20 S 30 1lb. ‡Deals subdual damage. Baton This metal rod is a convenient melee weapon for striking at close range. Collapsible variants can often be had for a marginal price markup. Brass Knuckles These heavy metal rings allow you to do lethal damage when unarmed. For all other effects, attacking with brass knuckles counts as an unarmed strike. Chain 7 feet of steel chain. When used as a double weapon, it counts as a light offhand weapon. You may make a trip attack with this weapon. If you are tripped during your own trip attempt, you may drop the chain to avoid being tripped. Some have iron spikes on the chain links, changing the damage type to “slashing”. Chainsaw Cuts wooden doors rapidly. Rarely used as a weapon, but could do some ugly things to an arm, leg, or tail. Club This item represents any improvised cudgel, such as a baseball bat, heavy branch, or crowbar. Knife Knives come in many styles, from an aviator’s survival knife, to a knife cobbled out of obsidian or sheet metal scraps. Survival Knives are discussed in greater detail under Survival Gear.
  • 55. 54 Equipment Equipment Stun Gun Actually shaped like a baton or radio transmitter, not a gun. when a foe is hit, they must make a Fortitude save (DC 15 + Damage Dealt) or be paralyzed for a number of rounds equal to twice the damage dealt. The Taser is a ranged weapon with similar effect. Explosives How to make things go ‘BOOM’…let me count the ways. Explosives are critical in breaching blast doors, undermining tank treads, and knocking down large amounts of troops. In short, most of these weapons use a chemical process to explode, others use matter/antimatter reactions, others use advanced plasma burst technology – at a steep price. Explosives Weapon Range Type Damage Reflex Blast Cost (ℓ) Weight Antimatter Charge -- Concussion 4d12 20 20ft. 400 35lbs. Detcord (50 ft) -- Fire 1d6 12 5ft. 70 5lbs. Dynamite (12) 5ft. Concussion 1d6 15 5ft. 200 3lbs. Grenade Rounds (6) -- Slashing 3d6 14 10ft. 650 2lbs. Grenade, Fragmentation (6) 10ft. Piercing 4d6 15 20ft. 500 2lbs. Grenade, Plasma Burst (6) 10ft. Plasma 4d6 15 15ft. 500 2lbs. Grenade, Smoke (6) 10ft. -- -- -- -- 120 2lbs. Grenade, Tear Gas (4) 10ft. -- -- -- 20ft. 200 2lbs. Grenade, Thermite (4) 10ft. Fire 6d6 12 5ft. 900 2lbs. Grenade, WP (6) 10ft. Fire 2d6 15 15ft. 500 2lbs. Plasma Charge(4) -- Plasma 6d8 20 10ft. 200 2lbs. Plasma Demolitions Charge -- Concussion 4d6 20 20ft. 150 1lb. Plasma Rail Gun Round (10) -- Plasma 1d12* 18 5ft. 275 1lb. Dynamite This stick of chemical explosive is a centuries-old standby. It has a fuse that can be trimmed to go off anywhere from 2 rounds to 20 minutes, or it can use an electrical detonator. The fuse will NOT light in an anaerobic environment (one without Oxygen, such as the vacuum of space). it comes in boxes of 12 sticks, and the damage and blast radius can be increased by adding more sticks (+1d6 and 2ft. per stick), to a maximum of 10d6 and 20ft. Detcord This pliable orange cord can be used to cut trees and fence posts, or link charges together. The blast is 1d6 per 5 ft of cord in a square, with a maximum of 4d6. Grenade Rounds These bulky cylinders fit into the chambers of a Grenade Launcher, gaining range and accuracy. These cannot be thrown. Grenade, Fragmentation These grenades can be thrown and they can inflict massive wounds on personnel, and bruise lightly armored craft. The problem is that the increased range of the fragments poses a threat to the user, as well. Grenade, Plasma Burst Your average, ordinary, everyday explosive grenade. Instead of conventional explosives, such as gunpowder, Lylatians use a plasma core. When armed, the grenade sets off a chain reaction that results in the core rupturing about 3-5 seconds later, in a very violent – and deadly – burst. Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 56. 55 Equipment Grenade, Smoke These grenades create a 20x20 ft cloud of smoke that lasts for 6 rounds, giving total concealment to creatures inside it. Strong winds disperse it in 3 rounds. These are often used as signals, and come in white, blaze orange, red, green, purple, and many other colors… Grenade, Tear Gas Tear Gas grenades create a 20x20 ft cloud of irritating vapors that blind a target for 2d10 rounds if they fail a Fort Save (DC 15). The cloud disperses in 6 rounds. A gas mask, Powered armor, pressure suit, or NBC suit renders you immune to tear gas, and a wet cloth wrapped around the muzzle will provide a +2 bonus on saves. Grenade, Thermite Thermite grenades are one sparkler, king size, with a detonator. Throw one of these down an artillery cannon barrel for a nice light show. Very nasty effects on personnel, but better served as an anti-material device. A reflex save (DC 20) prevents those within the burst radius from catching on fire. Grenade, WP The dreaded white phosphorus grenade. This is an incendiary weapon, and allows a Reflex save (DC 15) for half damage. Plasma Railgun Round A specially-designed round for the Railgun. It has a Teflon backing, and is made of Aluminum to promote vaporization. Upon firing, the round plasmifies. This reduces range by four increments and negates all penetration bonuses, but adds an extra die to damage. Plasma Demolitions Charge A small brick-shaped charge designed to demolish small buildings or vehicles. It sets off a small fusion reaction, generating plasma and obliterating anything within the blast radius. Each additional charge adds 4d6 to damage, and 5ft. to the burst radius, to a maximum of 20d6 and 40ft. Exotic Weapons These weapons are unusual in some way, and don’t fit in the other categories. Some are makeshift weapons, others are simply too rare or difficult to use. Each of them requires an Exotic Weapon Proficiency, or else the user suffers a –4 to all attack rolls. Exotic Weapons Weapon Range Type Damage Critical ROF Magazine Size Cost (ℓ) Weight Concussion Rifle 20ft. Sonic 2d10‡ 20 Single 5 int. M 3500 18lbs. Flamethrower -- Fire 3d6 20 Single 10 int. L 900 24lbs. Flare Gun 30ft. Fire 1d8 20 Single 1 int. S 36 2lbs. Laser Cutter 5ft. Laser 2d6 20 Single 12 int. S 80 3lbs. Pepper Spray 5ft. -- -- -- Single 1 int. D 30 .5lbs. Plasma Cutter 5ft. Plasma 1d10 19-20 Single 8 int. S 218 10lbs. Stun Rifle 25ft. Sonic 1d8‡ 20 S 6 int. M 110 14lbs. Taser 5ft. Electricity 1d3‡ 20 Single 1 int. T 55 2lbs. ‡Deals subdual damage. Concussion Rifle This device is bulkier than a stun rifle, and has more firepower. It operates by firing harmonized sound waves, having about the same effect on a target as hitting it over the head with a two-by-four. Repeatedly. Flamethrower This weapon mixes two chemical compounds to produce a 20ft long cone of fire 10 ft wide at the end (DC 20 to evade). Targets hit must make a reflex save (DC 20) or catch on fire for 1d4 rounds. While on fire, a creature takes 2d4 points of damage per round.
  • 57. 56 Equipment Equipment Flare Gun This large diameter pistol fires a signal flare that is visible from about 18 miles away. This device can be put to use as a weapon that causes the target to ignite, regardless of a reflex save. The target is on fire for 1d4 rounds, and takes 2d4 points of damage each round. Laser Cutter This device is found in most toolkits and machine shops, and suffers a –4 penalty to attack rolls due to its makeshift nature. It is ineffective beyond one range increment. Pepper Spray This eye irritant spray, with a maximum range of 5 feet, is small and inexpensive. When hit, the target must make a Fortitude save (DC 15) or be blinded for 1d8 rounds. Plasma Cutter This unreliable cutting tool has a maximum range of one increment. It is not as efficient as the Laser equivalent, but it does get the job done. If the air is dirty or hazardous enough to require any form of filtration for breathing, this device has a 10% chance of failure each round due to the pilot light extinguishing. Stun Rifle Stun rifles use a burst of sonic energy to immobilize the target. Taser This pistol-like device uses compressed air or springs to launch a pair of darts at a target. When the darts penetrate, the target is electrocuted. When hit, the target must make a Fortitude save (DC 15 + damage dealt) or be paralyzed for a number of rounds equal to the damage dealt. Archaic Weapons Weapons from Terran history, these weapons are true museum pieces. Most people don’t know how to use them, but they are no less effective than they were on Earth. They are all covered by the Archaic Weapons Proficiency feat. Archaic Melee Weapons Weapon Type Damage Critical Size Cost (ℓ) Weight Axe Slashing 1d6 20 M 20 3lbs. Greatsword Slashing 2d6 19-20 L 248 8lbs. Katana Slashing 2d6 19-20 L 200 3lbs. Longsword Slashing 1d8 19-20 M 150 4lbs. Rapier Piercing 1d6 18-20 S 120 3lbs. Shortsword Piercing 1d6 19-20 S 120 2lbs. Staff Concussion 1d6/1d6 20 L 20 4lbs. Wakizashi Slashing 1d6 20/x3 S 150 2lbs. Axe A sharp cutting head on a wooden or metal shaft. Usually used by woodsmen, but can be turned into a weapon if one finds the need. Greatsword A Longsword on steroids. These are over 4½ feet long, and weigh a ton. They are ungainly and difficult to use, but do massive damage if you hack something with them. Katana Ancient Japanese sword. Only sharp on the leading edge. Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 58. 57 Equipment Longsword Weapon of old Terran knights, decent sized sword. Average length is about three feet including hilt and blade, and is equally good at piercing or slashing. Blade is sharp on both edges. Rapier A fencing foil gone bad. These are used for lethal duels, and can be acquired for “other” uses as well. Sharp point, but poor slashing ability. Shortsword Sword that is small and pierces (can slash too), but only useful a close range weapon. Blade is sharp on both edges. Staff A hard wooden rod about 6ft long, sometimes capped with metal on the ends. Functions as a double light weapon. Wakizashi Shortsword of the Terran Japanese, often carried along with a Katana. Archaic Ranged Weapons Weapon Range Type Damage Critical Size Cost (ℓ) Weight Crossbow, Heavy 40ft. Piercing 1d10 19-20 M 90 8lbs. Crossbow, Light 40ft. Piercing 1d8 19-20 S 70 6lbs. Longbow 40ft. Piercing 1d8 20/x3 L 120 5lbs. Shortbow 30ft. Piercing 1d6 20/x3 M 90 3lbs. Sling 15ft. Bludgeoning 1d3 20 T 20 1lb. Heavy Crossbow Bigger composite weapon that looks somewhat like a rifle. Light Crossbow Small metal and wood weapon. Operates basically like a Shortbow, but horizontally and via a trigger pull. Longbow A large bow. Similar to the Shortbow, but six feet long. Shortbow A small bow. Made from a 4-foot long piece of wood, usually ash or yew, strung with some strong fiber (with modern technology, often Aramid or S-Silk). Sling A leather pouch and some string. Uses rocks as ammo, and therefore can be used effectively when you’re out of fuel cells for your favorite Laser Pistol. Projectile Firearms To some, these weapons may seem outdated. Nevertheless, to the Lylatian adventurer on a tight budget, they are a boon. The Cornerian Army sometimes trains its soldiers in the use of these weapons as sidearms, because only armor can protect against them, not shields – most shielding systems are designed for use against Laser- and Plasma-type attacks. All handguns except the holdout pistol include a laser sight, which gives a +1 to attack rolls made within 30ft. in low-light conditions. These weapons can be difficult to find at a local weapons dealer, but pawn shops and junk sales often have some lying about. Ammunition can be found in the most unlikely of places – junkyards, abandoned buildings, and dumps – in addition to wherever the weapons are sold. These weapons are unsafe in a Zero-G environment, due to the recoil of internal combustion.
  • 59. 58 Equipment Equipment Alternately, players can purchase the weapons found in the d20 Modern Roleplaying Game, or any of its supplements – though they may be a little behind the tech curve. All Projectile Weapons are considered Exotic, as most people do not train in their use. They are all covered by the Exotic Weapon Proficiency (Projectile) Feat. Projectile Sidearms Weapon Range Type Damage Critical ROF Magazine Size Cost (ℓ) Weight .22 Holdout Gun 20ft. Ballistic 2d4 20 Single 5 cyl. T 350 1lb. .38 Revolver 20ft. Ballistic 2d6 20 Single 6 cyl. S 350 2lbs. .44 Magnum 30ft. Ballistic 2d8 20 Single 6 cyl. M 500 2lbs. .45 Heavy Pistol 30ft. Ballistic 2d6 20 S 8 box S 500 2lbs. 9mm Automatic 30ft. Ballistic 2d6 20 S 15 box S 650 1lb. .22 Holdout Gun A compact revolver designed to function as a Personal Defense Weapon (PDW), or as a concealable handgun for espionage. It is small enough to carry in a pocket or similar compartment, and cannot be discovered unless a Search or Spot check (depending on circumstances) is made, with a DC of 24. This weapon is mainly made of plastic, and can pass by sensor scans when unloaded. Fires .22LR ammunition. .38 Revolver This revolver was designed for police forces, and is a capable sidearm. The slow reload time (unless one uses a speedloader) makes it impractical for combat use, but it has decent firepower. The round has the same rim dimensions as a 9mm, but a longer cartridge and no copper jacket. Fires .38 Special ammunition. .44 Magnum This is a handheld cannon. It fires the single most powerful round of all handguns, but at a terrible cost. The immense recoil makes it difficult to use without proper training, and the fantastic flash and thunderclap of firing make it extremely dangerous in close quarters. It has good armor penetration, and large stopping power. Fires .44 Magnum bullets. .45 Heavy Pistol This powerful handgun is a true workhorse. Trouble is, a big round in a handgun will make it kick like an irate mule. The .45 is unreliable if badly maintained, but with regular cleaning, jams will be very rare and the weapon could last a lifetime. This weapon sacrifices armor penetration for superb stopping power, and is a sure bet when you need to put down a target with one shot. Fires .45ACP rounds. 9mm Automatic This recoil-operated weapon is used by the Cornerian Army for training, but is only given out in emergency situations. Some 9mm Automatic guns have a burst-fire setting to use with the feat, but cost an additional 150ℓ (and are more difficult to find). Fires 9mm Para ammunition. Projectile Longarms Weapon Range Type Damage Critical ROF Magazine Size Cost (ℓ) Weight 9mm Blaze Gun 30ft. Ballistic 2d6 20 A 50 box L 1500 14lbs. 4.7mm Carbine 60ft. Ballistic 2d8 20 S, A 30 box M 650 6lbs. 4.7mm Rifle 80ft. Ballistic 2d8 20 S, A 50 box L 650 8lbs. .375 Hunting Rifle 90ft. Ballistic 2d10 20 Single 4 int. L 500 10lbs. .50 Sniper Rifle 120ft. Ballistic 2d12 20 S 10 box L 3500 22lbs. 12-ga. Shotgun 30ft. Ballistic 2d8 20 S 7 int. L 500 8lbs. Krystal poses with Projectile Longarms are rarely found in the military. These weapons have more her Blaze Gun sophisticated onboard electronics than Sidearms, which include a rangefinder (out to 12 range increments), a friend or foe ID receiver, and a 30ft. laser sight. Anyone with a good toolkit or machine shop and a college engineering course can refurbish one of these weapons – many Toads enjoy doing it for “nostalgia”. Refurbishing a junked Projectile Longarm requires a Craft (Mechanical) check, Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 60. 59 Equipment DC 25, and 100ℓ for materials. These weapons gain a +2 Circumstance Bonus to attack rolls against shielded targets, and take a -2 penalty to attack rolls against an adjacent target. 9mm Blaze Gun Blaze Guns are oddballs of the currently produced firearms due to their high rate of fire, large magazine, and severe recoil. They are mainly used as suppression weapons, or to provide cover fire (though occasionally as a “room broom”). fires 9mm Para ammunition. 4.7mm Carbine The 4.7mm Carbine is identical to the 4.7mm Rifle, but with a shorter barrel and retractable stock.. The magazine is smaller, and the shorter barrel hurts range. Fires 4.7mm Caseless rounds. 4.7mm Rifle A new spin on an antique weapon used in the early days of Corneria, the 4.7mm Rifle is a well-rounded projectile weapon firing caseless ammunition. This gun has a burst-fire mode. This weapon is commonly manufactured on Macbeth, because its factories are smaller and less advanced. Fires 4.7mm Caseless rounds. .375 Hunting Rifle This longarm has a long barrel, and an electro-optical scope that can increase range increments by a factor of 1.5 with a full round action. Anyone who hunts dinosaurs on Fortuna will have used one of these on several occasions. The weapon has an extremely simple bolt action with few pieces. It is easily repaired and cleaned, but it slows firing rate dramatically. Despite that, it remains reliable under the worst conditions. The internal magazine is clunky to some, but monitoring ammo usage will save you much pain in the field. Fires .375 Magnum rounds. .50 Sniper Rifle A bulky, bipod-mounted rifle, this gun is unmatched by most projectile weapons in damage and is king of range, except when compared to some lasers and the rocket launcher. An electro- optical sight (same as the Hunting Rifle) increases range by 1.5 times when a target is acquired. It loads from a box magazine, and fires on semiautomatic. This is a maintenance-heavy weapon when conditions are very poor. Fires .50BMG ammunition. 12-ga. Shotgun Military forces and mercenaries use this venerable firearm rarely. It creates a 30ft. long cone of shot that is 15ft. wide at the end (Reflex save for half damage, DC 20). When it is used, it is mainly for door breaching and room clearing. Fires Shotgun Shells. Projectile Heavy Weapons Weapon Range Type Damage Critical ROF Magazine Size Cost (ℓ) Weight Grenade Launcher 70ft. -- -- 20 Single 6 cyl. L 350* 24lbs. Rocket Launcher 150ft. Concussion 10d6 20 Single 1 int. L 500* 26lbs. .50cal Machine Gun 110ft. Ballistic 2d12 20 S, A 200 belt H 3500 35lbs. 1.2” Antitank Rifle 210ft. Ballistic 3d10-2 20 Single 4 box H 3500 45lbs. Heavy Projectile weaponry does loads of damage, but costs more, and more importantly weighs more. Some accelerate ammunition to speeds where it effectively pierces armor. These weapons are used primarily against shielded vehicles and troops, as shields easily stop the majority of damage from other weapons. In addition, these weapons are generally easy to fix. A computer package equivalent to that on a longarm is standard, minus the laser sight. Falco shows off his new Rocket Launcher and Laminate Suit
  • 61. 60 Equipment Equipment Grenade Launcher This stocky piece of equipment can carry many types of grenade rounds in its revolver-style loader. A grenade round can travel a very good distance this way, so it is much safer than throwing hand grenades in an open area. This weapon may only be purchased by the Military or Police professions. Rocket Launcher Humans perfected this recoilless rocket launch tube during the late 20 th century. The rocket is fin-stabilized and uses solid jet fuel. The shaped charge is very good at piercing armor, as it was designed for use against tanks and APCs. If launched at a range of less than 40ft., the weapon does not arm and does 2d8 points of ballistic damage. Its explosion has a 10ft. burst radius, and does 4d6 points of splash damage. This weapon may only be purchased by the Military or Police professions. .50cal Machine Gun A throwback to the days of old, this heavy gun needs to be set up on a tripod for most to use it. The entire magazine can be fired to create a 20x20 area affected by auto. This gun is used by some militias, and is used as a vehicle weapon in some old-style helicopters and ground vehicles – even a few hovercars sport these. This is the only weapon to still use linked ammunition in a belt, and requires a second person to feed the belt through. If no second is present, the weapon may only be fired on semiautomatic. Fires .50BMG ammunition. 1.2” Antitank Rifle This very large, smoothbore rifle can punch through light armor. Ammo loads through a box magazine, and a tripod mount is needed, unless wielded by a Large-size creature. It uses a special type of ammunition, similar in appearance to a small steel nail with fins. These have an effect very similar to the Rail Cannon when fired, and have an almost flat trajectory. This weapon may ignore 5 points of vehicle Hardness when applying damage. Fires 1.2” Flechettes. Ammunition All ranged weapons other than Blasters require some form of ammunition. Laser weapons need a Carbon Dioxide fuel cell to generate light, and projectile weapons need bullets to fire. These can be found anywhere the weapons are sold, for a price. Fuel cells can be recharged only at a proper recharging unit, usually found in a military weapons storage area or high-end retailer. This process takes 1 round per shot (ten shots per minute), and they may be recharged at any time (not just when they are empty). Ammunition Type Quantity Cost .22LR 50 20 .375 Magnum 20 40 .38 Special 50 30 .44 Magnum 50 30 .45ACP 50 30 .50BMG 10 40 1.2” Flechette 1 7 4.7mm Caseless 20 20 9mm Para 50 30 Arrows 12 70 Bolts 12 55 Flares 3 16 Napalm Canister 1 85 Railgun Bolts 10 120 Railgun Bolts, Plasma-burst 10 275 Rocket 1 125 Shotgun Shells 20 40 CO2 Fuel Cells 50 50 Stun Cartridge 2 22 Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 62. 61 Equipment Armor Getting shot is not fun. Getting shot without armor is sure to ruin your day. Therefore, a variety of protective items have been produced by various companies to put the odds in your favor. Most armor falls into one of three categories: Light Armor Light Armor offers minimal protection, but is lightweight and comfortable. Usually made of ProTech® Laminate plates or layered Kevlar. It is often used by VIPs and undercover personnel who don’t want to go unprotected, but can’t afford to look conspicuous. Medium Armor This is the next step up, in both protection and bulk. It is substantially heavier than comparable lighter armor, and usually made from ProTech® layered Kevlar. Heavy Armor This is the best protection money can buy. It will stop all but the most powerful weapons, but it has about as much maneuverability as a lead brick. Armor this heavy is rarely used, but sometimes finds service in the hands of special forces for bomb disposal or forced entry, and starship boarding crews. Armor (Each type requires a specific Armor Proficiency feat) Armor Nonprof. Max Check Name Type Bonus Bonus Dex Penalty Weight Speed Cost (ℓ) Laminate Vest Light +1 +1 +8 -0 4lbs. 30 120 Hazard Vest, Type 1 Light +1 +1 +7 -1 10lbs. 30 200 Laminate Suit Light +2 +1 +6 -0 10lbs. 30 150 IUA Shirt Light +2 +1 +7 -0 2lbs. 30 200 Concealable Vest Light +3 +1 +5 -2 4lbs. 30 350 Steel Plate* Medium +1 +1 -1 -1 2lbs. 20 120 Ceramic Plate* Medium +2 +2 -1 -1 1lbs. 20 275 Flak Vest Light +4 +2 +3 -4 6lbs. 30 650 Steel Plate* Medium +1 +1 -1 -1 2lbs. 20 120 Ceramic Plate* Heavy +2 +2 -1 -1 1lbs. 20 275 Hazard Vest, Type 2 Medium +5 +2 +2 -5 12lbs. 20 380 Tactical Vest Medium +6 +2 +2 -5 10lbs. 20 900 Steel Plate* Heavy +1 +1 -1 -1 2lbs. 20 120 Ceramic Plate* Heavy +2 +2 -1 -1 1lbs. 20 275 Forced Entry Unit Heavy +9 +3 +0 -8 20lbs. 15 1500 *Ballistic plates Steel or Duramic ® brand ceramic plates can be added to Kevlar armor, increasing the protection against all threats at the cost of added weight and less maneuverability. The given stats are cumulative with the armor’s usual statistics – therefore, a Flak Vest with a Ceramic Plate has an AC Bonus of +6 and a MAX DEX of +2, and is classified as Heavy Armor. Each plate only covers one surface, such as the front of the torso – to completely cover the torso, four plates must be purchased (front, back, and 2 sides). Each plate added incurs a cumulative -4 penalty to checks made to conceal the armor.
  • 63. 62 Equipment Equipment Laminate Vest This vest, embedded with ProTech® composite plates, is not the most durable armor, but it is light, flexible, and cheap. It is the most commonly found armor, as it is no less comfortable than an ordinary outerwear vest, while providing some slight protection. Some “inconspicuous” models are designed to look like an ordinary outerwear vest, and require a Spot check (DC 15) to distinguish; These models cost an additional 15ℓ. Hazard Vest, Type 1 This is simply a Laminate Vest with extra pockets and snaps to attach more equipment, and a few basic items included. You may not wear a Load-Bearing Vest over this armor, and it does not come in an “inconspicuous” model. Included items are: ReBreather Flash Goggles Flashlight Multitool Laminate Suit This bodysuit, fundamentally similar to the laminate vest, tightly covers one's torso, arms, and legs. this armor is appropriate when stealth is necessary, due to its light weight and flexibility. From a distance, this often looks like a wetsuit or flight jumpsuit. This armor includes gloves. IUA Shirt This seemingly normal T-shirt has a band of protective material attached on the torso area. It is less encumbering than a Laminate Suit, but it has a higher cost. No Sleight of Hand check is required to conceal this armor, as it is worn in place of a shirt – when attempting to discern the protective nature of this shirt, the Spot check DC is 18. The acronym in the name stands for “Integrated Undercover Armor”. Concealable Vest This is a close-fitting vest made of several layers of Kevlar, with an inner layer of refractive gel to soften blows and protect against Laser-type attacks. This armor may be concealed underneath ordinary clothing – to do so, make a Sleight of Hand check. The number rolled is the DC required for a successful Spot check to detect the presence of the armor. These vests are issued free to all members of the Police profession. Flak Vest This is an outer vest made of the same layered Kevlar as the Concealable Vest. It has more layers of protective Kevlar, a second ceramic layer, slightly thicker gel lining, all of which combine to give it a better chance against any attack. These vests are issued free to all members of the Military profession. Hazard Vest, Type 2 Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 64. 63 Equipment This is a Flak Vest with extra equipment attached via Velcro straps and pouches. You may not wear a Load-Bearing Vest over this armor. Included items are: Rebreather Flash Goggles Flashlight Multitool Combat Rations (2 days) Space Blanket TerSat Receiver HEV Scanner Tactical Vest ProTech ®’s layered Kevlar torso jacket and ballistic helmet provide protection from a variety of attack types. This armor offers a permanent friend-or-foe identifier (ID imbed required for target acquisition) that can be disabled if necessary. The helmet visor is our new FlashGuard™ auto-darkening carbon nanotube composite, which is as good as a pair of flash goggles. A HyperGlo™ illuminator is installed on the helmet. The Kevlar helmet does not have a layer of ceramic powder or refractive gel, so it provides no protection to energy attacks directed at the wearer’s head (no AC bonus on called headshots). Forced Entry Unit ProTech ® has some even stronger armor for the soldier in need of protection. Their heaviest layered Kevlar gives full torso protection with groin, neck, and upper arm coverage, along with boots, gloves, and a helmet. The helmet has FlashGuard™, a HyperGlo™ illuminator, a rebreather attachment port, and an LSCDS transceiver built in, and the vest includes the following equipment: Rebreather Flash Goggles Flashlight Multitool Combat Rations (2 days) Space Blanket TerSat Receiver HEV Scanner Pressure Suits These suits offer some protection against attack, but most of them are designed to protect the user from an entirely different threat – explosive decompression. Few living beings can live in the vacuum of space, as their body’s internal pressure causes them to die an agonizing death by explosion. These suits are reinforced and designed to allow characters to venture forth from the confines of their spacefaring vessel, for whatever reason. All these suits include gloves, boots, and a full-face helmet.
  • 65. 64 Equipment Equipment Some of these suits are also Powerized, meaning that they have servos and motors to facilitate ease of movement despite immense weight – obviously, this has little effect in zero gravity, but is a terrific boon when onboard a starship. They are often used by boarding crews and heavy assault teams, as they offer the utmost protection along with pressurization, should a mistake cause a hull breach. Like vehicles, these suits have unusual statistics. Speed is given in Character Scale, with the number of rounds of fuel capacity given after. When wearing one of these suits, regardless of armor class, a character’s speed on foot is 15. Each suit has its own Hardness, reflecting the durability of the material and construction. Consumables describes life support systems, including breathing apparatus and a water bladder for drinking. Character cannot eat while in a pressure suit, unless they remove the helmet – assistance. Some suits even include shields, but they are much weaker than those used on vehicles. Pressure Suits (Each type requires a specific Armor Proficiency feat) Armo Weight r Bonu Nonprof Max Check Name Type s . Bonus DEX Penalty Consumables Hardness HP/SP EPG Light +1 +0 +2 -5 8 hours 2 10/0 75lbs. SPG Light +2 +1 +1 -4 10 hours 3 15/10 95lbs. FPG Light +4 +1 +4 -3 6 hours 4 12/20 40lbs. PWG Medium +5 +1 +4 -4 6 hours 4 25/50 75lbs. PFA Medium +4 +1 +3 -4 8 hours 4 25/40 60lbs. RPG Medium +6 +2 +3 -5 10 hours 4 35/60 65lbs. ARPG Heavy +8 +2 +1 -7 20 hours 5 40/80 78lbs. APWG Heavy +9 +3 +1 -7 24 hours 5 42/100 88lbs. Shogun Heavy +10 +3 +0 -8 24 hours 20 40/0 120lbs. EPG (Emergency Pressure Garment) This compact, lightweight pressure suit is made by ThunderWear, Inc. The EPG fits a wide range of sizes and species, and its emergency jetpack can be operated by an 8-year old. Life support is guaranteed for 8 hours, with a half-hour reserve. Duramic Corp. triple-coil 20ft. elastic Kelvinium™ tether allows suits to be linked with ease. The radio is a standard LT/SN unit, and it also comes with an LSCDS beacon. The outer surface coverings are rated "Venom Safe", and the helmet has a solid blast visor. SPG (Standard Pressure Garment) This pressure garment is designed for extended operation in relatively benign low pressure environments, although the outer layer is rated "Venom Safe". Inner layer reinforced with ProTech® laminate material. Life Support is twelve hours with a 30 min reserve. Included jetpack has a more advanced thruster system and greater fuel supply. Kelvinium™ tether standard. ThunderWear FlashGuard™ visor standard. equipped with LSCDS and LT/SN transceivers. These suits are standard on capital ships, one for each crew member. FPG (Flight Pressure Garment) Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 66. 65 Equipment ThunderWear, Inc. brings you one of our most popular pressure suits. We use a flak vest and integrated harness, as well as some laminate reinforcing made by ProTech®, to bring you a useful piece of equipment. Included are a small, lightweight jetpack, eight hours of air (with a 30min. reserve), LSCDS and LT/SN transceivers, Kelvinium ™ tether, and a parachute for emergency bailouts without an escape pod. Note that the suit lacks heat shields of any sort, so use your pod to shield yourself until thermal effects from atmospheric entry subside. FlashGuard™ equipped. These suits are issued standard to all pilots, though they aren’t always worn. PFA (Powered Flight Armor) ThunderWear miniaturized impulse drivers to give our customers the best in speed and maneuverability in both atmosphere and space. The suit carries enough power for two hours of flight in its main Sarium-Krellide power cell, and the life support is rated for six hours, with a twenty minute reserve. Helmet is FlashGuard ™ equipped. This suit may travel at very high speeds due to the use of an engine, and consequently does not use Character scale. Its speeds in Air and Space scale are 3 and 2 squares, respectively.
  • 67. 66 Equipment Equipment Items It always pays to have the right tool for the job. It doesn’t hurt to have a place to put it, somewhere to spend the night, and something to eat, either. In this section, you’ll find everything your character could possibly need to get on in the world, from backpacks to silencers to hotels to medical expenses. General Equipment This section covers the wide variety of general gear available to adventurers of all sorts. Many of the objects in this section are battery-operated. Any device that uses batteries comes with them. As a general rule, ignore battery life – assume that heroes (and their antagonists) are smart enough to recharge or replace their batteries between adventures, and that the batteries last as long as needed during adventures. If battery life is important in the game, roll 1d20 every time a battery-operated item is used. On a result of 1, the batteries are dead and the object is useless. New batteries cost 5ℓ and can be changed as a move action. Equipment Tables Size: The size category of a piece of equipment helps to determine how easy that object is to conceal, and it also indicates whether using the object requires one hand or two. In general, a character needs only one hand to use any object that is of his or her size category or smaller. Weight: This column gives the item’s weight. Cost: the price tag for the item, in Liras (ℓ). Credit: Some larger items, such as housing, are too costly to measure in Liras. Instead, use a Credit Rating check, with this as the DC. Computers and Consumer Electronics Item Size Weight Cost (ℓ) PDA Tiny 0.5lbs. 650 PDA Software -- -- 20 PDA Personal data assistants are handy tools for storing data. They can be linked to a notebook or desktop computer to move files back and forth, but can’t be used for Computer Use or Research checks. PDA Software After having purchased a PDA, you’re probably going to want to put some specialized utilities on it, depending on how you plan to use it. Each of the following programs must be purchased separately, and can be copied from one PDA to another via infrared: Program Description and Uses CatScan Scans for the presence of lifeforms within a 100ft. radius. Computer Use check (DC 15) re lifeform, along with a vague physical analysis. If lifeform is Feline, analysis is more detail DocPocket More in-depth medical scan of lifeform, granting a +2 Equipment Bonus to Treat Injury che CatScan. BioCatalog Annual BioCatalog Library, which also gives brief description with CatScan. Updates catalog ever Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 68. 67 Equipment Subscription the LSCDS network, ensuring a complete and up-to-date listing of lifeforms. Topographical Analyst Scans for geological disturbances. Computer Use check (DC 25) allows a 5’x5’x5’ quantity of matter (Using included emitter). GeoCatalog Annual Similar to BioCatalog (both are run by the Cornerian Planetary Library), Subscription encyclopedia-esque geological information. CRAP Close-Range Atmospheric Prospector; scans for atmospheric disturbances. check (DC 20) returns an analysis of the atmospheric composition, and if the by 5 or more, also gives 24hr. local weather forecast. Power Monger Scans for power signatures and electrical disturbances. Grants a +4 Bonus when scanning for concealed energy weapons. Survival Gear Item Size Weight Cost (ℓ) ReBreather Small 5 lb. 275 Survival Knife Tiny 1lb. 20 Survival gear helps characters keep themselves alive in the great outdoors. ReBreather This apparatus covers the face and connects to a chemical air filter canister to protect the lungs and eyes from toxic gases. It provides total protection from eye and lung irritants. The filter canister lasts for 12 hours of use. Changing a filter is a move action. The Cost for one extra filter canister is 6ℓ. This item does not permit underwater breathing, and cannot be used in conjunction with SCUBA gear. Survival Knife This knife is specifically designed to aid in wilderness survival. It has a sharp leading edge, a serrated trailing edge for cutting rope (+2 to Use Rope checks involving cutting), a sharpening stone in the sheath, and a survival kit hidden within the grip. This kit contains: Compass Fishing kit Litmus paper (1) Matches, waterproof (3) Sewing kit This kit may be removed, and the grip can then store one object of Diminutive size, or one Chemical Light Stick. In addition, the knife may be used as a weapon, with the same stats as an ordinary knife. Weapon Accessories Item Size Weight Cost (ℓ) Scope Nightvision Small 3lbs. 1500 Infrared Small 3lbs. 2000 Suppressor Pistol Tiny 1 lb. 250 Rifle Small 4 lb. 400
  • 69. 68 Equipment Equipment Scope Nightvision: This functions the same as the electro-optical scope in daylight, and allows the user to see as if with darkvision during the night. Infrared: This scope functions the same as the electro-optical scope, except when activated. When activated (via a button on the side, as a free action), the scope shows the world in a deep blue, with living beings displayed as heat signatures in various shades of red and yellow. This allows the user to see as if with darkvision, even through thin doors and walls (though the weapon may not be able to penetrate them). This negates any and all benefits the target may normally receive from cover, including total concealment. Suppressor Suppressors may be purchased for laser weapons; add 50ℓ to the base cost. Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 70. Equipment 69
  • 71. 70 Locations Locations Chapter 4: Locations The Lylat System The Lylat System is a star system approximately 40 light-years away from Earth. It consists of nine planets, listed in order of their proximity to the Lylatian sun, Solar. Each planet has its own calendar system, climate, native races, and four of them have independent governments. The Lylat system is rather compact, with some planets sharing orbits. Katina and Venom share the same orbit, always on opposite sides of Solar. Macbeth shares a similar orbit perpendicular to the two, and Zoness has a similar relationship with Corneria. The entire system is about the size of the Terran System, out to and including Saturn. endurance are reduced by two on Papetoon. Papetoon Calendar Size Papetoonian days are 16 Papetoon is the smallest hours long, and the year has planet in the Lylat System, only 115 days. Usually, with a diameter of roughly however, the citizens operate 3,000 miles. This greatly under the Cornerian Standard reduces the planet’s Calendar, because seasons are gravitational field (.25g), and barely distinguished on this all citizens must wear desert world. weighted boots to facilitate movement with any Population efficiency. These boots are The native races are usually sold for a minimal fee basically anyone that wants to at spaceports. live on Papetoon, and the population rarely exceeds 10 Appearance million. The soil is a deep reddish hue, and the atmosphere is usually some shade of orange. The average Government temperature during the day is Papetoon does not have an 90°, and at night it comes independent government, down to around 60°. There is instead functioning much as a very little water, usually dug colony under Cornerian rule. up from a deep reservoir. There are small polar ice caps, which never melt. Titania From a distance, Papetoon looks remarkably like a scale Size model of the Terran System’s Titania is roughly the same Mars. size as Corneria, putting its diameter at about 7,500 miles. Atmosphere The air is thin, making it Appearance difficult for living beings to Titania is covered in bright breathe. All checks related to yellow sand dunes, with a few
  • 72. 71 Locations sparse cacti scattered across Katina is small, roughly the landscape. The 5,500 miles in diameter. This temperature during the day is makes it only slightly smaller often over 120°, and at night than Corneria, with an average it drops all the way down to gravitational pull (.7g). 90°. The sky is yellow, and the general appearance from Appearance orbit is akin to the Terran Katina is dominated by vast, System’s Venus. Titania also orange sand dunes. The sky is has several large rings of ice dark and reddish, giving the and rock, similar to those constant appearance of dusk or around Saturn. dawn, even at noon. The temperature is slightly cooler Atmosphere than Papetoon, while slightly Titania has an warmer than Corneria. Its extraordinarily thick overall appearance is atmosphere, which comparable to New Mexico or contributes to its excessive Arizona. temperatures. It is also sparse in oxygen, making it Atmosphere particularly uncomfortable Katina’s atmosphere is quite for Lylatians. Every hour, ordinary, and no adverse effects players must make a FORT are experienced. It is a bit save (DC 15) or suffer 1d6 disorienting, however, to find points of subdual damage and that lunchtime looks quite the 1 point of temporary CON same as 9:00 in the evening. damage due to suffocation. Calendar Calendar The Katinan days are 18 Titanian days are just the hours long, and years are 235 boring old 24 hours, and the days. Again, most simply use years are about 250 days the Cornerian Standard Calendar long. Since nobody lives on for convenience. this wasteland, there is no standard calendar system. Population The only living beings on Population Katina are those in a military As was stated above, installation owned by Corneria. nobody lives on this planet. The planet is otherwise too There are a few forms of inhospitable to support life, indigenous life, namely the though extensive terraforming infamous Gora, but no projects are underway. The Lylatians ever willingly live population of this base is here for prolonged periods of approximately 120,000. time. There are rumors of secret military installations, Government however… Katina is a military outpost Government owned by Corneria. Nonexistent. Venom Katina Size Size
  • 73. 72 Locations Locations Venom is the largest Standard – they don’t even planet in the Lylat System, celebrate the same holidays. with a diameter of over 12,000 miles. Given this Population huge size, the gravity is Venom’s population is near substantially greater (1.8g), the 10 billion mark, all Lizards and all creatures used to and Apes. For some reason, lighter gravity must make a Apes don’t seem to be affected FORT save (DC 12) each by the intoxicating air. hour or suffer 1d4 points of damage due to the physical Government strain. Powered garments Venom is ruled as an avoid this risk. empire. During the Great Lylat Wars, Andross Oikonny ruled Venom with an iron fist. After Appearance that, his bumbling idiot of a Venom looks almost nephew, Andrew, took over. exactly like Katina – vast Venom has been a military and stretches of red-orange sand, political midget ever since. with a dark sky. In Venom’s case, however, the sky is not orange but a bilious yellow- green. Macbeth Atmosphere Size Venom’s atmosphere is Macbeth is small, about thick, and of a sickly 5,000 miles in diameter. It has a composition. In addition to slightly lower gravitational pull its singularly off-putting than would be expected for a color, it is mildly toxic to planet of its size (.4g), so mammals and Avians. Any citizens often wear weighted such creatures must make a boots (though they are not FORT save (DC 18) each mandatory, as on Papetoon). hour or suffer 1d4 points of acid damage to their lungs. The high carbon dioxide / Appearance sulfur dioxide levels and low Macbeth is a desert world oxygen content make similar to Katina in most breathing quite hard, and an regards. The soil is reddish- additional FORT save (DC orange, and the sky is dark. 16) must be made each hour This is mainly due to the fact or 1d6 points of subdual that its orbital path is almost damage are also taken. A identical to Katina’s, though simple rebreather or oxygen perpendicular. Macbeth orbits mask easily prevents all in sync with Katina and Venom, damage from the caustic air. passing through their orbit when they are equidistant from it, so there is no risk of a collision. Calendar Venomian days are 32 Atmosphere hours long, and the years Macbeth has a thick consist of just over 132 days. atmosphere rich in Nitrogen, This equates to exactly the giving it a deep red hue. It is same amount of time to orbit only slightly more difficult to Solar as Katina. Venom has breathe, but prolonged exercise its own calendar system, and will put undue strain on the refuses to use the Cornerian lungs. For every 15 minutes of
  • 74. 73 Locations strenuous activity or exercise, Corneria City). The air is blue, characters must make a and from the space the planet FORT save (DC 16) or suffer appears to be a deep indigo, 1d4 points of subdual sometimes even purple. The damage. temperature is cool, with the summers reaching near 90° on a Calendar hot day. In the winter, the usual Macbethan days are 18 is around 60°. hours long, and the year is exactly the same length as Atmosphere that of Katina. They use the The air on Corneria is rich Cornerian Standard Calendar. in Oxygen, and is always “fresh” due to the lush forests Population just outside the city. Also, most Macbeth has a machinery is economized to population of 450 million, reduce pollution – Cornerians mostly Lupine. This is their are very careful about their world, and they are not lovely planet. overly fond of “outsiders” on it. Government Calendar Macbeth has a tribal Cornerian days are 26 hours monarchy, being ruled by long, and the year is 365 days whomever happens to long. This has become known “acquire” the throne. This is as the Cornerian Standard highly unpredictable, so Calendar, and is often used on Corneria often keeps a few the other planets in the Lylat undercover agents on the System as well. planet to warn them if a potentially dangerous Population situation arises. Officially, the predominant race on Corneria is the Canine. You will find, however, that all races are represented on this Corneria planet, from the common Canine and Lupine to the Size extremely rare Rhinoceros or Corneria is the definition Giraffe. The population for “average”, with a exceeded 1 billion shortly after diameter of about 7,500 the Great Lylat Wars. miles. This makes it slightly smaller than Earth, and has Government an only slightly reduced Corneria is governed by a gravitational pull democracy, in which the citizens (approximately .8g). choose their leader once every ten years. There is no limit on Appearance the number of terms an Corneria is mostly water, individual may serve, so a with a single, large continent particularly gifted leader can and a few archipelagos. This hold office for upwards of 50 continent is covered in lush years. If a tyrant is elected, the grass and forest, with one people can just as easily have sprawling city where all the him removed from power, and a citizens live (aptly named new leader elected. The judicial
  • 75. 74 Locations Locations system is particularly good in characters to recover 1d4 HP per its dealings with this, and hour. never has a good leader been Calendar impeached for mistakes Zonessian days are 24 hours made. long, and the years are usually around 300 days long. They use the Cornerian Standard Calendar. Zoness Population Size The planet’s average Zoness is roughly 4,500 population is around 200 miles in diameter, with a million, mostly Avians and slightly below-average Felines. Citizens of other gravitational pull (.5g). It worlds prize Zoness as a choice looks much like a blue-tinted vacation spot, and visit year- duplicate of Katina, only round. slightly smaller. Government Appearance Zoness maintains a Zoness is mostly covered parliamentary system of rule – in deep blue oceans, with they are governed by a group of some islands and continents six people, of varied races. scattered about. The These members are changed atmosphere is a deep blue, whenever it is felt necessary. A and smells rich and fresh all poor member will often be the time. There is little or no expelled after six or so months, pollution, as the Zonessians while an exceptional one may are very careful about their last 20+ years. The planet is home. An interesting oddity generally unaligned in any of this world is its orbital conflict, much like Switzerland path: The planet’s orbit is on Earth. perpendicular to all the other planets in the system, and passes through that of Corneria. NOTE: The Aquas supplied satellite image was taken during the Great Lylat Size Wars, so the planet’s Aquas is slightly larger than atmosphere is off-color due Corneria, about 9,000 miles in to pollution. Usually it looks diameter. This is a terrible blue-green. waste of space, given that it is all water. Atmosphere The air is of average Appearance composition, but is much Aquas is quite a lovely more fresh than any other planet, completely covered in planet. Even in the midst of a deep blue seas, with a pale blue bustling city (of which there sky. The seas are dominated by are few), the air smells as huge waves, often miles high, clean and pure as the middle because there is no coastline of a forest after a rainfall. upon which they may break. This has a soothing effect on There have, however, been some the mind, allowing all rumors of small islands hidden from satellite view…
  • 76. 75 Locations Fortuna looks much like Atmosphere Earth. Depending on one’s The air on Aquas is thick location, the climate varies from and humid, often full of lush tropical rainforests to cool thick, rolling clouds. It is of coastlines, to arctic tundra – the a decent composition, and best and the worst can be found looks a healthy shade of blue on Fortuna. Fortuna’s orbit is – though not as rich as that of slightly offset to the rest of the Corneria or Zoness. system, forming a 20° angle with that of Corneria. It is slightly larger than Aquas’ orbit, Calendar which causes it to have cooler Aquan days are temperatures and less amazingly long, over 50 differentiation between seasons. hours. The years are comparatively short, merely 165 days. Since there are no Atmosphere inhabitants, there is no The air on Fortuna is also official calendar system. much like that found on Earth. It is a pale blue, and just the right density to support most life. Population Despite numerous species of indigenous marine Calendar life, there are no Lylatian The days on Fortuna are races living on Aquas. If only 18 hours long, and the there were some land, years are 220 days. Any visitors however, they would be more usually use the Cornerian than willing to move in. Standard Calendar, though the native species don’t really care. Government There is no government Population on Aquas, nor does anybody Fortuna is inhabited by claim ownership of it. Dinosaurs, and dinosaur-esque humanoids. The population of these is amazingly small, only 10,000, possibly due to their Fortuna tribal and predatory nature. Size Government Fortuna is quite small, Fortuna has no independent only 4,000 miles in diameter. government, but Corneria has This includes gravity about claimed ownership of it on half that of Corneria (.4g), so numerous occasions, and even visitors usually wear held a military research weighted boots. installation near the North Pole for four years after the Great Lylat Wars. Appearance Other Locations
  • 77. 76 Locations Locations Description Cerinia Meteo is full of asteroids of various sizes, some as small Location as a golf ball, some as large as Cerinia is not actually part a moon. It is fairly easy to of the Lylat System, instead navigate, especially if one orbiting a star about 1.2 light- takes the designated space years away from Solar. It is trade routes – they were not known whether there were cleared for large freighters to other planets in the system, but pass safely without too much they were most likely turbulence. destroyed when the star went nova. Population There are no known Description species actually living on or in There are many rumors the asteroids, but there are about the planet’s nature, and several small space stations its origin. Nobody knows and mining colonies within the much for certain, as the field. The most well-known of inhabitants were generally these is Meteo Station, detailed reclusive, and there was only below. one known survivor after the planet’s premature destruction. Population Cerinia is populated by a Government subrace of Vulpines, more The Meteo Field is not intelligent and charismatic than governed or ruled by anyone. the Cornerians. The only ones Each station or colony has its that have been seen are own governing body, even if reported to have blue and only a command crew. white fur, with deep, piercing eyes. The planet’s population Meteo is unknown. Station Government It is known that Cerinia Location was ruled by a Monarchy, with Meteo Station is, as one a King and a Queen. would deduce from the name, located within the Meteo Field. Its exact location can be found, but it often moves (via small Meteo Field ion jets) when a neighboring asteroid becomes dangerously close, or simply when a change Location of scenery is desired. The Meteo Field is an asteroid field located between Corneria and the inner desert Description planets. It is roughly spherical, Meteo Station is a favorite forming a complete barrier gathering spot for mercenaries between the two groups. and bounty hunters, as well as
  • 78. 77 Locations a prominent research facility for military and educational personnel. It has immense docking facilities, and landing bays for small vessels. It draws its power from large solar panels tilted towards Solar, and uses a fusion core for backup. This fusion core is housed in a spherical structure in the center of the station. The remainder of the station is formed by a series of concentric rings. Computer terminals are abundant, and each has a direct uplink to the Cornerian Library, via the LT/ SN Network. The outer ring has docking ports all along its walls, and the landing bays are found in a special, rectangular structure partway along its length. This structure has space for about 30 average- size starfighters, and is sealed off from the vacuum of space via a magnetic barrier similar to that used in shielding systems. Population Meteo Station has a crew of about a dozen, and most of the work necessary to maintain a space station of its size is done by computer. The station can house 2,000 in the residential ring, and can comfortably hold 8,000 in the outer ring at any given time. Government Meteo Station is completely unaligned, though individuals onboard may not be.
  • 79. Sector Y is a large Sector X gaseous nebula, much like Sectors X and Z. It Location is dominated by a single Sector X is located within yellow-green cloud in the the Meteo asteroid field, shape of a “Y”, from whence roughly between Katina and its name was derived. The Titania. It is not necessary to cloud is the source of an fly through when traveling unusual form of radiation, also between these worlds, but it given off by deflector shields. does save a lot of time. This radiation is not harmful to Lylatians. This sector was Appearance used as a rendezvous point for Sector X is a gaseous Venomian starships during the nebula within the asteroid Population field. It is populated by large, There are a few flowing clouds of various indigenous species, most shades of white and blue, notably the “space amoebas”. forming a large “X”. During These breathe the gases found the Great Lylat Wars, Venom within the nebula, and feed off attempted to build a defense of energy traces left by passing station inside the nebula. It starships or, when no starships was promptly destroyed by a are available, the gases found Mech they were hoping to use within the cloud. They have as a weapon – its programming been known to attach had become corrupted without themselves to passing starships its owners’ knowledge. and leech energy from their deflector shields, but are not Population harmful to the vessel itself or Zero. the people within. Government Government None. There are no None officially, though natural resources to be found both Corneria and Venom have within the nebula itself, so claimed nobody has deemed it worthy ownership of claim. of it throughout the years. Sector Y Location Sector Y is located on the Sector Z edge of the Lylat System, near Corneria. This is a strategic Location location for a star fleet, and has Sector Z is located within been a constant source of the Meteo Field, similar to conflict between Corneria and Sector X. It is on the opposite Venom. side of Solar. Appearance Appearance
  • 80. Sector Z is yet another Zero known, though there gaseous nebula, with the may be secret mining facilities clouds forming a “Z” shape. hidden from satellite The asteroids within the field, observation within the nebula combined with the gases of the itself. nebula, have been known to spontaneously grow the rare Government crystals used for FTL Technically, the nebula is propulsion. Because of this, it owned by Corneria, but was once the site of a mining anybody is allowed to mine the facility - though this facility crystals there – they naturally was destroyed by Venom replenish themselves, forming during the Great Lylat Wars. from the gases within the nebula. Population Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo. All other materials are © 2004 Ian Galvin
  • 81. 80 Vehicles Vehicles Chapter 5: Vehicles These are the vehicles put to various uses around the Lylat System. They range from small one-man escape pods to immense floating cities, and will meet almost any campaign need. Of course, if these are not quite what you want, there are numerous contractors throughout the system that will build custom vehicles, and many pilots know how to build their own vessel from scrap. Some vehicles do not require a crew member to operate. These are either independently controlled via an onboard computer (akin to an autopilot), or have a remote link to a system that controls them (as is the case with the BOLSE fighters). BOLSE has indefinite consumables, because it is constantly replenishing its own supplies and building more additions – it is virtually self-supporting. Unless stated, these vehicles do not automatically have FTL capability. Those that do, however, have certain restrictions when flying at near-light speeds. Vehicles may not move, even a slight turn, if they are traveling over 80c. Even when traveling under this limit, it is not enough to permit tight maneuvering or combat. Combat and/or stunts require that a vehicle deactivate its FTL Drive, and resort to mundane methods of propulsion (tactical speed). FTL is mainly used for transit between planets, and involves plotting a linear course (See the expanded Navigation skill, page 16). Shielding systems are used in many Lylatian starships, represented by the vehicle’s Shield Points (SP). Shields are primarily designed for use against energy weapons, namely the types of Sonic, Concussion, Laser, Plasma, Particle, and Electric. Anything else (e.g.. a missile or collision) penetrates non-milspec shields, and does half damage to shields and half to hull (most starfighters and capital ships are equipped to handle physical threats as well). When rolling for damage against shields, do not apply Hardness. When a vehicle’s shields are depleted, any remaining damage from the attack is applied to the hull. Shields regenerate at the rate of 5 points per round (50 points per minute), unless the shield generators are damaged (see Optional Critical Hit Results, page 112 in d20 Future). Some select fighter craft (Arwing, Pegasus, Wolfen) are equipped with a device known as a “G-Diffuser”. This device allows the user, if he/she chooses, to eliminate all movement costs for simple maneuvers and stunts. For stunts, however, the Drive DC is increased by 5. This effect works in both space and atmosphere.
  • 82. 81 Vehicles Classifications Because of the variety of vehicles found in the Lylat System, they have been further classified based on their various strengths and abilities – this will hopefully make it easier for both players and the GM to find the proper vehicle in any given situation. These classifications have no effect on stats. Starship Construction Times Class Size Time Fighter* Ultralight Hours Mech Ultralight Days Bomber Ultralight Days Light Cruiser Light 1-2 weeks Frigate Medium 2-4 weeks Heavy Cruiser Heavy 2-3 months Battleship Heavy 6-8 months Dreadnought Ultraheavy 12-18 months Superdread Ultraheavy 2-3 years *Advanced Fighters are not available for mass production. Pod Unmanned drone fighters or escape pods (like a detached Arwing cockpit). If they have weapons, they are only the least powerful energy weapons available, and for propulsion, only multiple directional thrusters for maneuvering possibly with a main thruster for relocation. Possibly with shields, but that is stretching the limits. Size is 4 meters or less. Mech Usually a sort of mechanical suit worn by an individual, may also include small robots or vehicles that do not fit into other categories. These are usually highly specialized, very heavily armored, and slow. Size is 4 meters or less. Fighter Fighters are light aircraft designed primarily for the destruction of other fighters, bombers, and at the limit, small gunships. They're all one-man craft. Squads are almost always given the same type of craft, though squad leaders and aces are often granted improved equipment such as more powerful weapons, shielding, or other special capabilities. Size is 10-20 meters. Superiority Fighter These fighters are made with maneuverability in mind. Shielding and armor is at most light-moderate, being able to withstand only a half-dozen at most shots from a standard laser weapon. Armament consists of either a single or double nose-mounted cannon. Used equally in offensive and defensive roles against other small craft. Atmospheric fighters of this type are all subsonic. Examples would include the Greenie or Invader I (Invader II takes the midground between this and the following Interceptor class). Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 83. 82 Vehicles Vehicles Interceptor Interceptors are designed with speed in mind. Shielding and armor meet the same restrictions as for Superiority Fighters, however, maneuverability is significantly worse. Weapons could range from the same front mounted cannon to AA missiles, nova bombs, or a small torpedo. An example would be the Invader III. Advanced Fighter These craft far outstrip all their conventional counterparts and are only granted to squads of the best (and most valuable) pilots. Contrary to their lesser brethren, these craft could withstand dozens of blasts before breaking apart with advanced weaponry, shielding, instruments, engines, and other systems as well as hulls made out of stronger, more expensive materials. The Arwing and Wolfen are perfect examples of this. All elite fighters are capable of atmospheric entry and launch. Bomber/Heavy Fighter Bombers are similar to fighters, however, they are 150%-200% the scale, and sacrifice much maneuverability for armament and armor. These craft are manned by a crew of one to three, either with a pilot/gunner or pilot/bombardier/tailgunner configuration. Weapons range from dual-hyperlasers to chew through the shielding and hulls of gunships, to torpedoes and AA missiles (possibly with single or dual regular cannons mounted on a rear turret for added protection from enemy fighters). Regardless of any precautions, however, bombers are poorly suited for use against enemy fighters, and as such are most effective in single squads against gunships, or in large swarms against battlecruisers. Size is 20-30 meters. Dropship/Supply Ship/Corvette Corvettes are not fighters nor are they capitol ships. They can be cargo ships and transports, however, in order to maintain a sufficient cargo capacity they make poor firing platforms. (If all cargo capacity is sacrificed, a corvette can be outfitted with a large array of AA turrets. It is much less effective used this way than a frigate (bombers are still able to attack it effectively, however this is made up for by being a unreasonably difficult target for anti-capital ship guns.) 50-80 meters in size, but far less maneuverable than fighters or bombers. Crew of 2-7, cargo capacity of 20-120 cubic meters (enough room for 1-6 standard vehicles, such as jeeps, APCs, tanks, or mechs), passenger capacity of 6-40. Light Cruiser Light Cruisers are the smallest class of capital ship and can come in one of two general configurations, which denote which roles they are best suited for. Size ranges from 50-80 meters, and crews are of 6-20. Some Light Cruisers may have hangars capable of housing one or two squads of fighters, or bombers (taking up four times the space as fighters). Extremely rare are Light Cruisers capable of safe atmospheric entry and launch. The Starfox Team’s flagship, the Great Fox, is a good example of this type of craft.
  • 84. 83 Vehicles Destroyer/Gunship A ship that is just one giant, lethal weapon of destruction. Constructed around its main gun, which could easily be on par with the average battleship cannon, this weapon is highly effective at assaulting enemy capital ships. Unfortunately, these are so poorly defended against fighter craft, with one or two AA turrets at best, that even an unassisted squad of fighters could destroy it, given time. Bombers, on the other hand, would annihilate it swiftly and efficiently and are the ideal countermeasure. These ships are most effective with the support of larger craft where it is less vulnerable to enemy capital ship fire. Frigate The frigate is a formidable ship with AA defenses consisting not only of the standard laser cannons but also of a vast array of guided missiles to lock on and destroy enemy fighter and bomber craft. Any standard fighters within range would be destroyed instantly, and bombers would be better off finding an easier target. Though elite fighters with good pilots stand the chance of evading or destroying the missiles and disarming the turrets, the real weakness of the corvette lies in the fact that the frigate is a sitting duck to enemy capital ships who are able to pummel it from out of range. The Harlock-class is a good example of this. Heavy Cruiser A moderate class of capital ship that comes in three primary configurations each with their own role. Size is from 100-200 meters, with a crew of 60-200. Battlecruiser The standard variant, a Battlecruiser is suited for just that – Battle. Armed with 3-7 anti-capital ship weapons in addition to dozens of AA turrets, the Battlecruiser is intended to plow right into the fray and duke it out. With the hangar capacity for 2-6 fighter squads, 1-2 bomber squads, or a combination, this class of ship is versatile and has no readily exploitable weaknesses. These ships are usually wedge shaped or elliptical to either maximize firing platform area or hull integrity. Devastator Remember the Destroyer, a giant weapon of mass destruction? This is bigger. Whether used for orbital bombardment or assaulting enemy capital ships of similar or larger size, the Devastator is a great trump card. Watch out, though – The Devastator must sacrifice much for this advantage, in that the gun may only shoot directly in front of the ship (Though on some rare crossbreeds it could be on a fully- rotating turret...There might even be one forward and rear, or top and bottom, etc) and Cruiser-class ships can easily outmaneuver this if they are wary. AA defenses are reasonable, though less potent than a battlecruiser's, so enemy destroyers are the primary threat, bombers Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 85. 84 Vehicles Vehicles secondary. Devastators rarely have enough hangar space for more than cargo ships and transports (which are required for all capital ships). Carrier The carrier is meant for one thing and one thing only, as a mobile base for fighters and to a larger extent bombers, which find little room on other craft. These ships are often more boxy than others to provide more space at the cost of hull strength. Battlecruiser-sized Carriers may house from 10-20 squads of fighters as well as 4-12 bomber squads. Carriers have very modest armament, usually limited to AA turrets (a third as many as on a battlecruiser) but sometimes with one or two anti-capital ship guns for use against obstinate Frigates. Battleship The Battleship is a huge capitol ship, spanning from 250-500 meters, and a crew of 300-800. It comes in the same three standard configurations as a Heavy Cruiser, except with four times the armament and fighter capacity. Some Carrier-class Battleships even have the ability to house and repair Cruiser-class ships! The gun on a Devastator-class battleship, in addition, is capable of crippling a Battlecruiser with a single shot. Dreadnought/Superdread Dreadnoughts and Superdreads are not precisely classes of ship. Specialized configurations of these would be extremely rare as allowing such a massive undertaking to have that kind of vulnerabilities is a poor idea. A Devastator Dreadnought would have extreme difficulty targeting a Battlecruiser, and a Superdread would have equal difficulty tracking even a Battleship. However, both such weapons might make up for this by being capable of destroying entire cities in a single blast if left unchecked. All such ships would be dealt with on case-by-case basis, but guidelines for size and crew size might range from 600-1200 meters and 1000-4000 crewmembers for Dreadnoughts and 1500-5000 and 5000-25000 for Superdreads, respectively. At such a scale, Dreadnoughts would need to be treated less like ships and more like a full scale military installation, and on Superdreads, a military structure would be unfeasible and they would be literally a city, with civilian inhabitants, with biospheres and factories capable of producing their own fighters, even assembling capitol ships docked onto the side. It would be a mobile space station. Venom has one confirmed Superdread as of the Great Lylat Wars, named BOLSE. Corneria has none.
  • 86. 85 Vehicles Descriptions It would be impractical and time-consuming to give detailed descriptions, schematics, and game statistics for every vehicle in the Lylat System. A rules supplement may become available at a later date, but for now only a name, stat block, and brief description will be given. A few choice vehicles will be found in greater detail at the end of this section. Some small vehicles have a face given; this is their size in Character scale, since they may be encountered by characters on foot (at a spaceport, for instance). Pilot-dependant stats (such as initiative modifier) are given for an average pilot. Most starships in the Lylat System have some form of shield system – a defensive system that projects a magnetic screen around the ship to protect it from incoming fire. These systems only work against energy weapons, and function as the Particle Field (PL7) described in d20 Future. If the players and GM so choose, we have also supplied a slightly different system, in which the shields have a separate set of HP which takes damage before the ship’s hull does (represented by the “SP” column in the table) – use whichever system you choose; the game is designed to be balanced either way. When rolling for weaponry on capital ships, you may have any combination of them fire-linked or arranged in a battery (if you roll a 13, you could have a battery and eight fire-linked, for example) – normal restrictions apply. You may notice that these starships seem somewhat underpowered compared to the ones given in d20 Future. This is intentional; while Lylatians have developed advanced technology, they have lower standards for stamina than Humans – The average NPC is under six feet tall, and has no more than five HP. If Humans and Lylatians were to go to war, it would be fairly one-sided (Take care if you want to create such a campaign – if the players are playing the Lylatians, they may not enjoy getting the short end of the stick in every conflict). Corneria’s philosophy regarding fighter craft is “quality over quantity”, giving rise to their relatively small selection of high-powered craft. Venom operates in the opposite manner, where every ship and every life is expendable, and thus has large quantities of comparatively weak craft. Vehicles are generally only found on worlds affiliated with their manufacturers. Vehicles Mfg. Name Class Crew Pass Cargo Consum Init Speed FTL Face Defense Hard Corneria Greenie Fighter 1 0 220 lbs. 3 days +8 3500 -- 16x14 19/13/6 20 Corneria Arwing Advanced Fighter 1 0* 200 lbs. 1 week +8 4500 35c 14x19 22/15/8* 40 Corneria Blue-Marine Mech (Submarine) 1 0 0 lbs. 1 day -3 4 -- 4x17 9 5 Corneria Landmaster Mech (Tank) 1 1 425 lbs. 2 weeks -4 2 -- 14x18 8 20 Corneria Sledgehammer Mech (Tank) 4 0 425 lbs. 1 week -4 2 -- 12x14 6 18 Corneria Pegasus Fighter/Bomber 1 0 120 lbs. 6 days -1 4000 30c 14x16 20/14/7 20 Corneria Great Fox Light Cruiser 6 4 100t 18 months -4 4500 60c 100x100 11/7/7 50 Macbeth Garuda Mech (Robot) 0 0 0 lbs. -- -4 1 -- 8x8 6 10 Macbeth Rasco Mech (Robot) 0 0 0 lbs. -- -4 1 -- 8x8 6 10 Venom BOLSE Fighter Fighter 0 0 0 lbs. -- +2 3500 -- 10x10 19/13/13 10 Venom Invader MkI Fighter 1 0 0 lbs. 1 day +6 3000 -- 10x10 15/11/4 20 Venom Invader MkII Fighter 1 0 0 lbs. 1 day +12 4500 -- 8x12 17/12/5 10 Venom Invader MkIII Fighter 1 0 0 lbs. 1 day +8 4000 -- 12x14 19/13/6 30 Venom Wolfen Advanced Fighter 1 0* 120 lbs. 1 week +8 4500 20c 16x24 22/16/9* 50 Venom Shogun Mech (Battlesuit) 1 0 0 lbs. 1 day +0 -- 2x2 24/20/10 10 Venom Saruzin Destroyer 18 40 270t 2 years +4 3000 45c -- 11/7/7 30 Venom Dorisby Frigate 12 80 120t 4 years -- 2500 20c -- 7/5/5 40 Venom Harlock Frigate 10 40 100t 3 years -4 3000 25c -- 7/5/5 30 Venom Zeram Battlecruiser 80 20 20,000t 2 years -4 4000 50c -- 11/7/7 30 Venom Grazan Heavy Carrier 34 200 40,000t 4 years -- 3000 40c -- 11/7/7 30 Venom Umbra Dreadnought 200 2000 100,000t 12 years -- -- -- -- 11/7/7 50 Venom BOLSE Superdread 12000 20000 -- ∞ -- -- -- -- 1 -- Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 87. 86 Vehicles Vehicles Corneria Arwing Arspace Dynamics co. Superfighter. Due to the G-diffuser, only five were produced. FTL-capable. The cockpit is large enough for two people to fit if necessary, but it bestows a –4 penalty on Pilot checks because of the cramped conditions. Arwings are capable of rolling to deflect enemy fire, increasing their Defense by ten – this may be done in direct response to an attack, and counts against a move action during their next active round. This effect lasts for one round. FTL-capable. Weaponry consists of a pair of fire-linked Laser Cannons, and a single, forward-firing Nova Bomb Launcher. The MkIII also included a single Laser Charge Unit in its default loadout. Blue-Marine A submarine built by Slippy Toad. Weaponry includes one Laser Cannon and a torpedo launcher. Great Fox The Starfox team’s flagship, a Light Attack Cruiser. It is capable of atmospheric entry and launch, and is FTL-capable. This vessel was modified to have extremely powerful engines, and is capable of outrunning almost anything if necessary. Weaponry includes 2 fire- linked Ion Cannons and 2 fire-linked Particle Cannons, all stationary and forward-firing. Greenie Standard Cornerian Space Superiority Fighter. Weaponry includes one Laser Cannon, advanced versions can carry missiles and may be upgraded to have a second Laser Cannon (fire-linked with the first). Landmaster A heavy assault tank built by Slippy Toad. Weaponry includes one Hyperlaser and a Nova Bomb Launcher, both firing through the main cannon. Pegasus Series A high-quality Fighter/Bomber class built using many components from the Arwing. The first prototypes were tested around the same time as the Arwing MkI, and could be considered competitors. The stats shown above are for a generic Pegasus-class craft, but for a more detailed campaign, separate stats are given below. All craft were designed with G-Diffusers and FTL Drives, though the dependability of the technology implemented may be questionable. Name Class Crew Pass Cargo Consumables Init Speed FTL Face Defense Hardness HP/SP AF-2A Pegasus Fighter 1 0 125 lbs. 5 days +8 3500 15c 10x12 19/13/6 20 100/120 AF-2B Pegasus II Fighter 1 0 150 lbs. 6 days +8 4000 25c 12x14 20/14/7 20 100/120 AF-2C Pegasus Duo Bomber 2 0 400 lbs. 4 days +6 4000 20c 14x14 19/13/6 20 120/120 AF-2D Pegasus D Advanced Fighter 1 0 140 lbs. 6 days +8 4500 35c 14x16 20/14/7 30 120/160 AFX-2E Sky Albatross Advanced Fighter 1 0 180 lbs. 6 days +8 4500 45c 12x16 22/18/12 40 160/240 AFX-2F Pegasus X Advanced Fighter 1 0 325 lbs. 1 week +12 4500 55c 14x18 22/18/12 40 180/200 AF-2G Pegasus SE Fighter/Bomber 1 0 300 lbs. 6 days +8 4000 30c 18x12 20/14/7 30 120/140 AF-2A Pegasus
  • 88. 87 Vehicles The first design in the series, this craft was intended to serve as a new model of superiority fighter. Production proved to be too expensive, however, and it only got assigned to select elite squadrons and officers. Only weapon is a single Laser Cannon. AF-2B Pegasus II This design picked up where the previous left off, using cheaper methods and lighter parts. It is consequently faster and more maneuverable, and is the most commonly seen variant in the series (along with the SE variant). It sports a single Laser Cannon, like its predecessor. AF-2C Pegasus Duo This is a bomber variant of the basic fighter craft. It has a more powerful engine, more wingspace, and requires an additional crewmember to operate the targeting systems. It has a single Laser Cannon as its weapon. AF-2D Pegasus D This is the most advanced entry in this series (excepting the prototype models). It is faster, more powerful, and more expensive than any other fighter craft except the Arwings and Wolfens. This comes at the cost, however, of amazingly expensive manufacturing, and only 29 were completed by the time the Great Lylat Wars broke out. It sports a pair of fire-linked Hyperlasers for its primary weapons. AFX-2E Sky Albatross This, like the later AFX-2F, was an experiment in new technology. Unlike its successor, however, it actually made it into mass production for a short time. About 800 were produced shortly after the Great Lylat Wars, and were given out to choice squadron leaders and task forces. It is technically superior to the Arwing in almost every aspect, but tends to be slightly faulty due to the untested state of the technology – Fara Phoenix refused to abandon the Arwing project, so they had to get rookie test pilots. The vehicle can outrun almost any other vessel, and has enough armor and shields to escape from those it can’t. In the weaponry department, it is still only average – twin fire-linked Laser Cannons is all, and very little space to add new modifications. Due to the minor glitches in the technology, whenever the craft attacks, it has a 5% chance of failing; When it engages FTL, it has a 5% chance of jumping to 98c (risking collision with nearby celestial bodies or vessels) and then stopping dead after round (Repair DC 35 to get any single system online, DC 50 for FTL Drive); When being attacked, the enemy’s threat range is doubled (20 becomes 19-20, 19-20 becomes 17-20). AFX-2F Pegasus X This was an experiment in prototype technology, even more advanced than the Arwing. It made its debut about two years after the Great Lylat Wars, and only 18 were ever produced. It can easily Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 89. 88 Vehicles Vehicles outstrip anything previous in speed, and has new armor that is lighter and stronger than the Arwing’s. The drawback of using this new technology is simply thus: it is unstable. Whenever the craft attacks, it has a 10% chance of failing; When it engages FTL, it has a 10% chance of jumping to 98c (risking collision with nearby celestial bodies or vessels) and then stopping dead after one round (Repair DC 45 to get any single system online, DC 60 for FTL Drive); When being attacked, the enemy’s threat range is tripled (20 becomes 18-20, 19-20 becomes 14-20). For weaponry, this vehicle is a one-man gunship: It sports twin fire-linked Laser cannons, one Laser Charge Unit, and up to six AA Missiles (may be fire-linked or not). If you ever encounter one of these, take a potshot and fly the other way – FAST. AF-2G Pegasus SE This is a simple knockoff of the AF-2B. It was given to squadron leaders, much like the advanced Greenies. It also doubles as a light bomber, carrying payloads on hit-and-run raids. Apart from the increased engine power to accommodate more cargo, it also has a pair of fire-linked Laser Cannons. Sledgehammer Heavy tank used by Cornerian military, also served as the basis for Slippy Toad’s Landmaster. Weaponry includes one Particle Cannon and one Gatling Laser, each in an independent turret. Venom BOLSE Fighters Small defensive fighters created and deployed by BOLSE. Armed with a single Laser Cannon. These do not have an organic pilot, and are flown by BOLSE’s resident supercomputer. Dorisby Large frigates with 2d8 Laser Cannons (may be fire-linked in any possible combination). Grazan Carrier used to carry large quantities of Invader-class fighters. Harlock Small class of frigates used to defend Area 6 during the Great Lylat Wars. 4d4 fire-linked Laser Cannons. Invader MkI Slow defense fighter. Armed with a single Laser Cannon. Invader MkII Interceptor. Faster and more powerful than the MkI. Armed with a single Laser Cannon.
  • 90. 89 Vehicles Invader MkIII Newest and least common design. It is faster than both previous variants. Weapons are a pair of fire-linked Laser Cannons, and advanced versions can carry a single air-to-air missile. Saruzin A large destroyer built around a single Shogun Mech launcher. It was used during the Great Lylat Wars, defending both Sector Y and Area 6. It was reportedly never destroyed. Shogun A Battle Mech, piloted by a soldier. It features very thick armor, and a Laser Sniper Rifle built onto the right arm. See pp. 92-93 for more detail. Umbra Class of disc-shaped space stations. They have many (1d100) hidden laser cannons, but rarely see fit to use them. Wolfen Venom’s answer to the Arwing, only four were built. Slightly slower, it makes up for it with more powerful lasers and armor. The cockpit is large enough for two people to fit if necessary, but it bestows a –4 penalty on Pilot checks because of the cramped conditions. Wolfens are capable of rolling to deflect enemy fire, increasing their Defense by ten – this may be done in direct response to an attack, and counts against a move action during their next active round. This effect lasts for the full round in which it was used. FTL-capable. All variants use the stats given. Armaments include twin fire-linked Hyperlasers and a Nova Bomb launcher, though Venom never actually acquired any Nova bombs for use. Zeram Class of battlecruisers used to defend Area 6 during the Great Lylat Wars. Heavily armed (4d6 Laser Cannons, 2d4 Hyperlasers) and well armored. Other Garuda Mechs used for demolishing buildings and vehicles. Often used in a “scorched earth” invasion. Only weapons are its arms, used to crush objects and sometimes throw them. Rasco Similar to the Garuda, Rascos are used to throw pieces of demolished material at enemy forces, like a catapult. Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 91. 90 Vehicles Vehicles Starship Weapons Vehicles often have mounted weapons far superior to any small arms. These weapons are designed specifically for combating other vehicles, and are usually a better choice than using a rifle. Capital ships often have weapons designed to be more powerful, since they do not have the space limitations inherent on smaller craft (though they are still capable of having starfighter weaponry installed). Explosive weapons (missiles and Nova Bombs) damage several squares when their attack succeeds. When one of these weapons detonates, roll full damage for everything in the square being attacked, and for every adjacent square (up to nine total). The pilots of any starships within this area may attempt a Pilot check (DC 25) for half damage; this skill check does not count as an action. It is possible to have linked-fire pairs of the following weapons: Hyperlaser, Ion Cannon, Laser Cannon, and Light Laser Cannon. When firing these weapons, you deal more damage with one attack than you would normally do with either weapon individually. Each full doubling of the number of fire-linked weapons (two weapons, four, eight, and so on) increases the damage by one-half the base damage. For example, an Arwing using two fire-linked Hyperlasers deals 12d8 points of damage on a successful attack. Fighters may only have one pair of linked-fire weapons (two weapons), Bombers may have up to four (Either four linked, or two pairs), and ships of a larger class may have up to 16 weapons in linked-fire mode; larger ships are also allowed to have more than one linked-fire grouping (so a Light Cruiser could have 32 Hyperlasers, in two linked-fire groups of 16 each). Each group constitutes a separate attack. Capital weapons are usually mounted on linked-fire turrets with two weapons each, but some more powerful weapons (such as particle cannons) are mounted individually. If multiple turrets are firing on one target, treat it as a single linked-fire attack (see above). You may not exceed the maximum number of linked-fire weapons in this manner. Capital ships are also allowed to have weapon batteries. A weapon battery consists of up to five identical weapons from the same list as linked-fire weapons (see above), firing as a single attack. When using battery fire, every weapon after the first in the battery adds a +1 bonus to the attack roll, to a maximum of +4 for a five-weapons battery. If the attack succeeds, roll damage as if one of the weapons had hit (not as if several had hit, as with linked-fire). In addition, a weapon battery has a greater chance of scoring a critical hit. Regardless of the number of weapons in the battery, the threat range is increased by 1. For example, a battery of Laser Cannons has a threat range of 19-20, instead of the normal 20. Starfighter Weapons Name Type Damage Critical Range ROF Gatling Laser Laser 4d8 (18) 20 200 A Hyperlaser Laser 8d8 (36) 20 250 S Ion Cannon Electric 3d8 (13)* -- 100 Single Laser Cannon Laser 6d8 (27) 20 250 S Laser Charge Unit Laser 2d8 (9)* -- -- --* Light Laser Cannon Laser 4d8 (18) 20 200 S Nova Bomb Concussion 15d100 (825) 20 80 --* Rail cannon Ballistic 6d12-5 (34)* 20 240 Single AA Missile Ballistic 6d12 (39) 19-20 2000 S
  • 92. 91 Vehicles AG Missile Ballistic 4d12 (26) 19-20 500 S Capital Weapons Name Type Damage Critical Range ROF Hyperlaser Laser 8d12 (52) 20 750 S Ion Cannon Electric 3d12 (20)* -- 500 Single Laser Cannon Laser 6d12 (39) 20 500 S Light Laser Cannon Laser 4d12 (26) 20 200 S Particle Cannon Particle 12d8 (54) 20 400 S Rail cannon Ballistic 6d12-5 (34)* 20 600 Single Antimatter Torpedo Particle 20d8 (90) 20 5000 Single You’ll note there are no plasma weapons for starships – plasma rapidly cools and turns into an ordinary gas in space, making such weapons effective only for a few meters. As of the Great Lylat Wars, there are no methods to deal with this problem effectively, so such technology is restricted to use in small arms. AA Missile Air-to-air missiles can be used in either air or space, and come in pods of four per attachment. They have enough fuel to travel for up to ten rounds, whereupon they stop, and float in space (or fall to the ground). If a vehicle comes into contact with a fired missile, the missile detonates upon impact. They use the normal rules for explosive weapons, and have a blast radius of 15 feet. AG Missile Air-to-ground missiles function similarly to AA Missiles, but can only target objects or creatures on land (and thus, are only useful in atmosphere). They have enough fuel for 6 rounds, whereupon they fall to the ground and explode harmlessly (unless they fall on someone, which is unlikely). They use the normal rules for explosive weapons, and have a blast radius of 20 feet. Antimatter Torpedo These powerful torpedoes are designed to disable or destroy large starships. They consist of a targeting system, solid fuel engine, and a packet of antimatter held in a magnetic field that deactivates on impact with anything solid, releasing the antimatter and causing the literal spontaneous combustion of the target. These are the most powerful weapons in the system, surpassed only by the rare Nova Bomb. They are carried individually by select starfighters and bombers (Pegasus Duo, Pegasus SE), and in launch tubes on destroyers. Gatling Laser This is the only vehicle weapon that is fully automatic. It achieves this by using multiple (usually six) ionization chambers, rather than the usual one. While one chamber recharges, the next fires, enabling this cannon to fire continuously. While this does allow for effective suppressing fire, each individual shot is weaker due to the split power output. These are almost never found on spacefaring vehicles, mainly just on APCs and gunships. The occasional starship might have one on a turret, or it may be the main weapon for a Destroyer. Hyperlaser Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 93. 92 Vehicles Vehicles These blue lasers are more high-powered than normal. They do not have any real drawback vs. Laser Cannons, but they are far more expensive and difficult to maintain. They are often installed on heavy starfighters (Arwing, Pegasus, Wolfen) or in turrets on capital ships. Ion Cannon Ion Cannons are specially designed not to inflict damage, but to short out electrical systems. They fire a burst of highly charged Hydronium ions, which cause an electrical surge throughout any systems struck. Ion Cannons are affected by shield systems. When using an Ion Cannon, do not apply the damage to HP. If the damage is enough to exceed the vehicle’s Hardness, it disables the struck system for 1d4 rounds. If it doubles the vehicle’s Hardness, the system is disabled for 2d4 rounds. If the damage is more than the remaining HP, the vehicle is completely disabled, indefinitely. This prevents it from taking any further actions, and it is no longer a participant in this combat – treat it as a stationary object. To repair Ion Cannon damage, a successful Repair check must be made, with a DC equal to the amount of damage dealt. Temporary effects do not require a Repair check, and remedy themselves given time. Laser Cannon Standard, everyday laser weaponry. The same technology utilized in Laser Pistols and Rifles, albeit on a much larger scale. These cannons are the standard weapon for all starfighters, as well as small capital ships and support vessels. Laser Charge Unit This is an extra capacitor and ionization chamber to be added onto an existing Laser Cannon. It takes one full round to charge, and adds an extra 2d8 points of damage to the next attack (if the attack fails, this extra charge is still spent). These only work on Laser Cannons, but prototypes for Hyperlaser units are in the works. Light Laser Cannon This is simply a cut-down laser cannon comparable to the type used by ground troops. It is smaller, consumes less power, and is substantially weaker than normal laser cannons. These are often employed in personal craft, training craft, and escape pods. Nova Bomb Nova bombs are extremely advanced missile weapons, and only the most advanced starfighters (Arwing, Wolfen, Pegasus E, F, G) can use them. They are about the size and shape of a baseball, and detonate with the force of a small nuclear warhead (minus the radioactive side effects). Unlike nuclear warheads, there are no aftereffects of using these weapons – though most things hit by the initial blast are disintegrated. Nova Bombs are affected by shield systems, and Arwings and Wolfens (ONLY Arwings and Wolfens) have specially- designed shields that are immune to the blast – but not to a direct hit. It takes three rounds to charge the next Nova Bomb in the launch chute; during this time, Nova Bombs may not be fired, but the starship may continue performing other actions as usual (including attacking with other onboard weapons).
  • 94. 93 Vehicles Particle Cannon Basically a linear accelerator upscaled for combat use, these fire packets of protons at near-lightspeed velocities, literally breaking the atoms of the target apart. These are the heavy artillery of the space fleet. They are always mounted singly, and sometimes serve as the main cannon for Destroyers. They are never employed on starfighters, due to the large component space requirements, but can be found on select capital ships. Rail Cannon A large version of the classic Rail Gun. It fires a metal projectile (usually Aluminum or Tungsten) via a pair of electromagnetic “rails”, in a fashion similar to a Blaster. The cannon is not affected by shield systems, unless they are specifically designed to combat ballistic weaponry – which only occurs in custom-made vehicles, never mil- spec. There is no appreciable recoil, since the force of the projectile compared to the mass of the weapon is ridiculously minute. Rail Cannons may ignore 2 points of Hardness when applying damage. Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 95. 94 Vehicles Vehicles AF-2G Pegasus SE FIGHTER/BOMBER Manufactured by Arspace Dynamics Co., Ltd. The Pegasus series was based on the Arwing, using a less expensive manufacturing process. Despite this, the use of a G-Diffuser system made the vehicle too expensive for mass-production, and only 29 were produced before the Great Lylat Wars. This model is designed for delivering a payload against a ground target, and is only an average starfighter. The SE model has fixed wings and canards. DIMENSIONS Length: 12m Width: 18m Height: 4.5m ARMAMENT 2x -- T&B-H1 Laser Cannon PAYLOAD Up to 16 missiles/bombs of various design
  • 96. 95 Vehicles Arwing MkI PROTOTYPE Manufactured by Arspace Dynamics Co., Ltd. Only five prototypes were built. Four were issued to the Starfox team for testing, and one was given to Fara Phoenix, Corneria’ s top test pilot. The later model, the MkIII, was flown by Starfox during the Great Lylat Wars. DIMENSIONS Length: 28m Width: 14m Height: 5.5m Weight: 12 tons ENGINE TYPE Plasma Engine Model NTD-FX1 MAX POWER 50,000,000 pt MAX SPEED mach 4.2 (in atmosphere) STABILIZER G-Diffuser System CONTROL ELECTRONICS STG-AMG200 ARMAMENT 2x -- T&B-H1 Laser Cannon 1x -- Nova Bomb Launcher, capacity of 5 Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 97. 96 Vehicles Vehicles Laser Cannon T&B-H1 MODEL LASER CANNON ION CONDENSER HEXAGONAL LASER CRYSTAL POWER GENERATOR COIL CHAMBER LENS
  • 98. 97 Vehicles Arwing MkIII SPACE SUPERIORITY FIGHTER Developed by Arspace Dynamics Co., Ltd under exclusive contract. Because of the complexity on its components, most notably the G-Diffuser system, the Arwing is not yet slated for full production. Four prototypes have been made available to the Starfox team for flight and combat testing. DIMENSIONS Length: 18.5m Height: 5.5m ENGINE TYPE Plasma Engine Model NTD-FX1 MAX SPEED Mach 4.2 (in atmosphere) STABILIZER G-Diffuser System ARMAMENT 2x -- T&B-H1 Laser Cannon 1x -- Nova Bomb Launcher, capacity of 9 Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 99. 98 Vehicles Vehicles
  • 100. 99 Vehicles Landmaster HEAVY ASSAULT TANK Both the Landmaster and the Blue-Marine use propulsions system components originally developed for the Arwing. All three can synthesize their own hydrogen fuel for their plasma engines, giving them extended operating ranges. DIMENSIONS Length: 17.5m Height: 8.5m MAX SPEED 207 km/h ARMOR .65m front/rear .45m sides ARMAMENT 1x -- T&B-J2 Laser Cannon 1x -- Nova Bomb Launcher, capacity of 9 Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 101. 100 Vehicles Vehicles
  • 102. 101 Vehicles Blue-Marine ATTACK SUBMARINE Both the Landmaster and the Blue-Marine use propulsions system components originally developed for the Arwing. All three can synthesize their own hydrogen fuel for their plasma engines, giving them extended operating ranges. DIMENSIONS Length: 16.5m Height: 7m MAX SPEED 116 knots MAX DEPTH 2000m ARMAMENT 1x -- T&B-U3 Laser Cannon 1x -- Homing Torpedo Launcher Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo.
  • 103. 102 Vehicles Vehicles
  • 104. 103 Cyberware Chapter 6: Cyberware Lylatians have developed some additional technologies regarding Cybernetics, which they refer to as “Cyberware”. These can be used by anyone (provided they have enough Liras), and in any d20 Future campaign; treat them as PL6. Nanites Microscopic robots no bigger than a white blood cell, these are injected into the bloodstream, where they roam about performing their duties. Many different types are available (though all are internal enhancements), and they do not interfere with each other. Each type of nanite counts as a separate piece of Cyberware when calculating maximum attachments and negative levels (see Number of Attachments, page 193 of d20 Future). Taking a second dose of the same type does not add any benefit; excess, unused nanites are excreted by the user. Also, nanites do not have HP; the only way to get rid of them is to flush the system (i.e. drain and replace the recipient’s blood), or to inject Nonites (see below). Nanites stop functioning in intense magnetic fields; when subjected to such a field, the recipient loses all benefits from them. Also, if the recipient is subjected to an EMP (ElectroMagnetic Pulse) or hit by an Ion Cannon (see Starship Weapons, pages 69-70), all nanites cease functioning for 1d4 hours. Regen These nanites swarm about in the bloodstream, repairing minor damage as soon as they find it. Benefit: The recipient heals at a rate of 1HP per minute. Cost: 3,500ℓ Advanced Regen An upgraded version of the Regen nanites, these repair more efficiently. Benefit: The recipient heals at a rate of 1HP every other round (5HP per minute). Cost: 5,000ℓ Special: These nanites override the Regen type, so their effects do not stack. Tough These nanites repair structural damage, such as broken bones and lacerated organs. Benefit: The recipient dies at -20HP, rather than -10. Cost: 5,000ℓ Stabilizing These nanites slow bleeding and prevent organ failure. Benefit: The recipient automatically stabilizes when his/her HP drops below zero. When used in conjunction with the Regen or Advanced Regen nanites, the recipient automatically begins recovering as well. Cost: 3,500ℓ Nonites Often used by prison wardens and interrogation officers, these aren’t often something willingly taken; Nonites swarm throughout the victim’s bloodstream and destroy any Nanites present. This causes the victim excruciating pain for about thirty seconds, as long as it takes for the bloodstream to get fully cycled. These do not count against the number of attachments, nor do they have any Constitution requirements. Deactivated Nanites (and spent Nonites) are passed out of the body in liquid waste, causing some discomfort. Cost: 6,500ℓ
  • 105. 104 Special: One dose is enough to destroy all of one type of Nanite present; if more than one is present, randomly determine which one is destroyed. Open Gaming License OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 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, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to
  • 106. 105 Cyberware indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. D20 Lylat Core Rulebook Copyright 2002-2005, Ian Galvin; Authors Ian Galvin, Adam Shands, END OF LICENSE