Star Fox Beta Rulebook and Character Sheets!
Star Fox Beta Rulebook and Character Sheets!
Star Fox Beta Rulebook and Character Sheets!
d20 Lylat
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.
Characters
Cover Design
Fan Fiction
Ian Galvin
Interior Graphics
Adam Shands
Arwing Landing
Capcom
Glock
Heckler & Koch
Jeuxfrance.com
Namco
Nintendo
Playtester Credits
Brendan Galvin
Michael McNeil
Darkjoker324
Epyon2050
Laladien
Starlessnight
Peter Schiffer
Special Thanks To
Icefox
KavirDysan
Mike Barker
Morrius
S. John Ross
The Ghost of Vixette
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.
Table of Contents
Introduction......................................................................................................................................... 4
Chapter 1: Characters ..................................................................................................................... 5
Basic Races .....................................................................................................................................................5
Expanded Races ........................................................................................................................................... 10
Expanded Skills ............................................................................................................................................. 15
Expanded Feats ............................................................................................................................................ 16
Advanced Classes ........................................................................................................................................ 20
Shock Trooper............................................................................................................................................................ 20
Flight Ace .................................................................................................................................................................... 21
Cyborg ......................................................................................................................................................................... 22
Engineer ...................................................................................................................................................................... 23
Sleeper Agent............................................................................................................................................................. 24
Wing Commander ...................................................................................................................................................... 26
Chapter 2: Campaigns................................................................................................................... 29
Tips and Tricks .............................................................................................................................................. 34
Little List of Plot Twists ................................................................................................................................. 35
Chapter 6: Cyberware.................................................................................................................... 81
Nanites ........................................................................................................................................................... 81
Nonites ........................................................................................................................................................... 81
Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.
Characters
4
Introduction
Introduction
d20 Lylat provides the building blocks for a campaign based on Nintendos ever-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 friends 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 consoles. The choice is up to you.
The Setting
The star system, Lylat, is 40 light-years from Earth, and has no contact with humans. The timeframe is
somewhere around 2700-2800 A.D., several centuries in the future. They have discovered and implemented
laser technology, and have some rudimentary plasma 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 is allied with several of the planets in the system. There is a single,
universally-accepted currency, 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 by 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.
Chapter 1: Characters
d20 Lylat uses the d20 Modern Roleplaying Games 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. As always, be sure to check with your GM before creating a character, to make
sure you know the rules of the specific campaign.
Basic Races
All of these races have a level adjustment of +1 (thus, all characters start at Lv2). All of the Advanced Races later in
this chapter have a level adjustment of +2.
Basic Races
Race
Avian
Canine
Delphine
Feline
Ferret
Hare
Toad
Ursine
Vulpine
Ability Modifiers
-2 STR, -4 CON, +4 INT, +2 WIS
+4 CON, -4 INT, +2 WIS, -2 CHA
+2 STR, -2 DEX, +4 INT, -4 WIS
+2 DEX, -2 CON, -4 INT, +4 CHA
-4 STR, -2 CON, +4 WIS, +2 CHA
-4 DEX, -2 CON, +2 INT, +4 WIS
-2 DEX, +4 CON, +2 WIS, -4 CHA
+4 STR, -4 DEX, +2 CON, -2 INT
+4 DEX, -4 CON, -2 WIS, +2 CHA
Recommended Class
Fast or Smart
Any
Smart or Strong
Charismatic or Fast
Charismatic or Dedicated
Dedicated or Smart
Dedicated or Tough
Strong or Tough
Charismatic or Fast
Avian
Personality
Avians are intelligent, agile, and strong-willed.
They are often rebellious, having a natural feeling
of superiority over others. They tend to have a
very colorful vocabulary, often getting them in
trouble with superiors.
Physical Description
Avians average between 6 and 6 feet tall.
They are very light-boned, and they tend to weigh
around 100-120 pounds. They have keen eyesight,
but their other senses are only average. They are
covered from head to toe in fine feathers that
resemble fur from a distance, sometimes with
larger feathers forming a crest over their heads.
They usually have blue, black, or yellow eyes.
They all have humanoid arms and hands, and
maintain no natural flight capability.
Relations
Avians tend to have one or two very close
friends, rarely exceeding four.
They are
uncomfortable in a group, and tend to shy away
from large cities, preferring instead to live in small
neighborhoods and suburbs. They do not get along
well with Toads.
Alignment
Avians are chaotic at times. They seldom
respect the law, and never play by someone elses
rules. Despite this, they often have good morals
and sound judgment.
Homeworld
Avians mostly come from Zoness, preferring
the temperate climate and lush scenery. They are
also common on Corneria, where most of the job
offers are. Avians are rarely seen on the more arid
worlds, and have never been reported on Venom.
Names
Avian names for males include Falco,
Hawkeye, Avis, and Dart. Some common female
names are Flit, Flicky, Sparrow, and Wren.
Common last names include Warbeak, Phoenix,
Condor, and Canard.
Avian Racial Traits
Medium-size.
Characters
6
Characters
Canine
Personality
Canines are laid-back, casual, and generally
lax on formality.
They are also the most
disciplined of all Lylatians. When given an
assignment, they will not stop working until the job
is done, which is why many prominent officials are
Canines, including General Cornelius Pepper of the
Cornerian Military.
Physical Description
There are numerous different breeds of
Canines, with physiques varying from one end of
the spectrum to the other. Most Canines, however,
are between five and six feet tall, and weigh
between 150 and 200 pounds. They tend to be
rather strong for their size, and can take a lot of
punishment in a fight. Their fur can be almost any
color, but the most common are various shades of
white, brown, and grey. An interesting anomaly
unique to Huskies is the occurrence of one eye
being a different color from the other usually,
blue and brown.
Relations
Canines are fond of company, in almost any
form. They will be content to have one close
friend, and they will blend perfectly into large
groups. As long as they arent completely alone,
Canines are happy. On a side note, the term mutt
is considered an insult among Canines.
Alignment
Canines are extremely loyal. Whatever ideals
they are raised to believe they will usually hold on
to in adulthood, giving them an undeserved
reputation for being chaotic.
Canine Racial Traits
Medium-size.
Homeworld
Originally,
Canines
were
native
to
Corneria. They
have
since
migrated
to
Macbeth,
Papetoon,
and
Katina as well.
Names
Canines have varied names, from mundane to
exotic. Chances are if you can think of a name,
there is Canine somewhere out there who has it.
Delphine
Personality
Delphines tend to be childlike, and even the
older ones tend to be very absentminded. Most are
happy in a Jeffries tube or sneaking into the
submerged cooling ducts of an enemy base.
Delphines can work for hours on a piece of
machinery, ignoring hunger and sleepiness.
Physical Description
Delphines are usually just gray or grayish blue,
but a few have a spotted pattern on their sides.
Delphines are taller than most Lylatians, measuring
about 6 feet in height and weighing 185 to 230
lbs. Their jaw gives the appearance of a constant
smile.
Relations
Delphines form tight groups with individuals
in the same profession, namely Toads. Their
height causes them to stand out in crowds.
Delphines typically are in a good mood, and are
often altruistic, even to their own detriment. Some
can be a bit socially inept, like Toads, but they
make up for it with sheer brilliance.
Alignment
Delphines are happy-go-lucky and carefree,
rarely involving themselves in adventures and
they are definitely good-natured. Most Delphines
are Neutral, often leaning toward Good.
Homeworld
This race seems to turn up anywhere, even on
worlds with little surface water. They tend to live
around spaceports, military bases, in spacedocks,
refueling stations, etc. In short, they are known to
exist on every world excepting Venom and Titania
even Aquas.
Delphine Racial Traits
Names
Any old
Human name
is used, or
something out
of
literature.
Names
are
even based on
Terran
languages
other
than
English.
Medium-size
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Feline
Personality
Felines are self-reliant and aloof. They are
extremely curious of anything new, and rarely are
they ever afraid. Most Felines are very selfconscious as well: They sometimes spend hours
grooming, and may even dye their fur.
Physical Description
Felines are of average height, between five and
six feet. They are light and nimble, rarely
weighing over 160 pounds. They have unusually
long tails, sometimes as long as their entire body.
Their fur comes in many colors, sometimes more
than one at once. Common colorations are various
shades of blue or pink, as well as black, white, and
calico. Their eyes are usually a bright shade of
blue, yellow, or green. Their sensory perception is
extraordinary; many put this to use as professional
thieves.
Relations
Felines are never lonely, and usually work best
with nobody else around. They often become
fidgety and nervous in groups, and will shy away
and try to find someplace quiet.
Alignment
Felines feel no loyalty to anyone, reflected in
their mercenary profession. After the Great Lylat
Wars, however, many Felines harbored ill feelings
toward Venom for their ravaged homeworld, and
would do anything to cause trouble for Venomians.
Feline Racial Traits
Medium-size.
Homeworld
Felines usually
live on Zoness, but
some also live on
Corneria. They arent
usually found on any
other planet, having
very particular tastes.
Names
Felines
often
have exotic, prestigious names, reflecting their
naivety. Some of the more common male names
are Artemis, Christopher, and Cornelius. Common
female names include Katherine, Alexis, and Mira.
Family names are usually taken from somebody
important, at least to the person giving the name.
Some common ones include Monroe, Dawson, and
Gallagher. Many female Felines also choose a pet
name for their close friends to call them by, such
as Katt or Kitty.
Ferret
Personality
Ferrets tend to be quiet and reclusive, yet
charismatic. They have a way with words, and
often have calm, soothing voices. They rarely have
many friends, and dont usually trust new faces.
Physical Description
Ferrets are tall and slender. They typically
reach 6 to 7 feet tall, and weigh around 200
pounds. They have sleek figures, and are very
flexible. Their fur usually ranges from grey to
black, but sometimes includes brown. Their tails
are no longer than their legs, and are pointed.
Their eyes are dark, black, featureless spheres.
Relations
Ferrets, despite their charismatic speech, often
have calm or what other races consider flat
personalities. Because of this, few can claim to
have real friends, and those that do rarely trust
them.
Alignment
Ferrets usually work alone, often as
professional thieves. They will work for the
highest bidder, regardless of political or moral
implications. They are the only race that can truly
be described as simply neutral.
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, and
nobody knows where they originated.
Names
Ferrets often have names with dark meanings
or parallels, reflecting their reclusive nature. They
are also loathe to give out their names freely, so
what a common one would be is anybodys guess.
Ferret Racial Traits
Medium-size.
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Characters
8
Characters
Hare
Personality
Hares, regardless of their physical age, always
seem old. They are very wise, and have a strong
parental sense, especially for members of other
races. They are warm and friendly, and most
comfortable in a crowd understandable when one
notes that their average family size is eight. They
tend to have a lot of unusual knowledge, which can
be useful in a pinch.
Physical Description
Hares stand about four to five feet tall, not
counting their ears. They tend to be a little on the
chubby side, weighing in the range of 120-140
pounds. Their fur is very coarse, and usually some
shade of white or beige. While most races rely
upon their tails for balance, Hares use their large
ears, which usually add another foot or more to
their height.
Relations
Hares often make several friends, some closer
than others. They enjoy large parties, and never
leave anyone out. They have a warm and caring
heart, often extending a helping hand to those left
behind by other races.
Alignment
Hares always take the side of good, and will
never willingly sway from this stance. They are
usually more than willing, however, to give
evildoers a chance to repent.
Homeworld
Hares, like Canines, were originally native to
Corneria, and have also started living on the desert
planet of Papetoon. Most prefer cooler weather
however, and those families on Papetoon often take
long vacations to Corneria.
Hare Racial Traits
Names
Hares often
give
their
children
youthful,
energetic names.
The most popular
names for males
are Peppy, Skip,
Lucky, and Tod. Females are often named Cindy,
Jeannie, Summer, or Florence. Hares have a
relatively small population, and thus have little
variety in family names. A few common ones are
Hare, Rose, and Jackrabbit.
Medium-size.
Educated:
Hares receive a +2 Racial
Modifier to all Knowledge checks.
Toad
Personality
Toads are enthusiastic, friendly, and talkative.
They love being around others, and will do
anything to get attention. They often ramble on
incessantly, making them unpopular with members
of other races.
Physical Description
Of the major races, Toads are the smallest.
They typically grow to 4 feet tall, and rarely
weigh over 120 pounds. They have green skin,
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 personality conflict with Avians.
Alignment
Toads are always good in their hearts, rarely
understanding what makes cruel people tick. They
are not vengeful by nature, and often share the
same political and ethical views as Hares.
Homeworld
Toads are found in all worlds with water,
mostly Corneria and Zoness. They never even
attempt to live on Macbeth or Corneria.
Names
Toads have a very small population, and have
little variety in their
Toad Racial Traits
names.
Males are
Small-size.
Females are usually
Clumsy:
Toads receive a 2 Racial
Lily. Family names
Modifier to Balance checks.
are
even
more
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Ursine
Vulpine
Characters
9
Personality
Ursines are sometimes a little uncultured and
rowdy, but they make a few close friends. They
are typically quite protective of others, and do not
hesitate at throwing themselves into combat. The
durable nature of the race allows them to bear
through unpleasant situations.
Personality
Vulpines are optimistic and friendly. They
often make rush decisions, and tend to think very
highly of themselves earning them the title of
egotistical among members of other races. They
rarely get depressed, and are always willing to help
a friend.
Physical Description
Ursines are large, hulking bipeds with small
ears on top of their heads. Their fur is brown,
white, or black, but brown is the most common.
The height of an Ursine ranges from about 7 feet
to almost 9 feet, and weight ranges from 290 to
485 lbs. Their hands have claws, as many a Lupine
has found out in a barroom brawl. Ursines have
thick, shaggy, usually unkempt fur, but most enjoy
long showers every day. They are also known for a
booming, gravelly, thickly-accented baritone voice.
Physical Description
Vulpines are slightly on the small side, rarely
exceeding 5 feet in height or 140 pounds in
weight, most of which is muscle tuned for speed.
They have long, bushy tails and more pointed ears
than their distant 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, but any color can be found.
Relations
Ursines are quite 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
Canines, and sometimes Vulpines. The term
Cossack is considered an insult among Ursines.
Relations
Vulpines tend to make friends relatively easily,
and these friends often stick even across multiple
planets. Vulpines are very compassionate, a trait
they often try to hide on a personal level. Despite
this, they have some of the most close-knit families
of any race.
Alignment
Ursines are decent folk, even if they can be a
little moody sometimes. They have a strong
nationalistic trend, and Corneria is the apple of
ursine eyes.
Alignment
Vulpines always appear to be mercenary, but
really side with the good guys. They go out of
their way to help the underdog, and get ahead by
shirking the law.
Vulpine Racial Traits
Medium-size.
on Corneria and
Large-size.
Homeworld
Ursines are found
on Corneria, Fortuna,
Katina, Macbeth, and
a small number on
Zoness. They tend to
like the cold, for it
has something to do
with being created to
live in Siberia.
Names
Their population
is relatively large, and
names tend towards
old Russian ones. Male names include Vladimir,
Ivan, Dimitri, and Mikhail. Female names include
Olga, Catherine, Helga, and Ursa. Family Names
include Gagarin, Romanov, and Leonov.
Names
Vulpines have some of the less creative names,
deriving them from Human names they have
passed down over the years. Some common male
names are Fox, James, and Max, while some
popular female names are Vixy, Fara, and Krystal.
Family names are where this race truly shines in
creativity, with such entries as Reinard, McCloud,
Rainer, Voltaire, and Peralta.
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10
Characters
Expanded Races
These races are less common than the ones detailed above, and often more powerful. They have greater
ability score adjustments and abilities, making them difficult to roleplay alongside basic races. As a general
rule, a Lv1 advanced race has a level equivalent of 2 (meaning, they start at character level 2 - and even then,
only if the GM allows it).
Badger
Personality
Badgers are rude and confrontational. They
are mildly paranoid, feeling that everyone is out to
get them, and everything is a conspiracy. They
rarely trust anyone, and frequently get into fights.
Physical Description
Badgers have thick brown or grey fur, with
black stripes originating a their snout, running back
across their eyes, down their backs, and
terminating at the tip of their short tail nearly
identical to the white stripes found on Skunks.
Their ears are almost indistinguishable from the
rest of the head, similar to Ferrets. They have
unusually long and sharp claws, and their eyes are
usually some shade of grey, brown, or yellow.
Relations
Badgers rarely have close friends, but have
very close-knit families rivaling those of Vulpines.
If a family member is threatened, the rest will
gladly fight to the death in their defense.
Alignment
Badgers rarely side with anyone at all. They
think everybody is against them, and tend to hole
up and get out the heavy weapons whenever a
conflict arises. They follow the law to the letter, to
avoid trouble with government.
Badger Racial Traits
Beaver
Personality
Beavers are very brusque and to-the-point,
always have a schedule, and keep close track of
time. They work hard, sticking with one task until
it is done, and done well giving the illusion of
having a one-track mind, masking their true
intelligence.
Physical Description
Beavers have thick brown fur, sometimes
streaked with grey or black. Their eyes are often
brown, blue, or yellow, and they have buck teeth.
In most respects, they look like a bucktoothed
Badger, except for their unique tail. It is flat and
leathery, rigid, and very strong. It is often used as
a paddle or signal, by slapping it against a hard
surface to make a clapping sound.
Relations
Beavers dont usually have friends outside of
business.
They love getting personal with
customers, but as soon as the contract terminates,
so does the relationship. They often own or
manage construction firms, and are usually found
in the company of Ursines and Toads.
Beaver Racial Traits
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Cerinian
Personality
Cerinians are charming and intelligent, and
make very witty conversations. They have a sharp
sense of humor, and are amazingly quick learners.
They are reputed to never lose arguments.
Physical Description
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, and a
white-tipped tail. Rarely do they have the black
socks that other Vulpines have, and their eyes
can be any color though most often green, blue,
or amber. Cerinians also have finer features than
Vulpines, and are sometimes thought to be one of
the most beautiful races of all.
Relations
Cerinians are able to charm almost anyone.
They have many friends, and family life is similar
to Vulpines. Cerinians rarely marry outside their
race, but nearly anyone is willing to try to convince
them otherwise.
Homeworld
Cerinians hail from the third planet of a star
system 1.2 light-years beyond Lylat. It is similar to
Corneria, but a bit larger and possessed of more
land It looks very much like Earth in most
respects.
It was destroyed, along with all
inhabitants, just prior to the Great Lylat Wars.
Cheetah
Personality
Cheetahs are friendly, but pedantic. They are
very meticulous about technicalities and details,
and tend to start arguments over what others regard
as very silly things. They often find work as tech
officers in the military.
Physical Description
Cheetahs are very thin, yet strong. Their fur is
yellow, with brown and/or black spots. Their eyes
are usually green, yellow, or red. They have very
muscular legs, and even an average Cheetah can
outrun anyone short of an Olympic sprinter.
Relations
Cheetahs often prefer working alone, but they
will cooperate well with most. They often do very
well either starting their own company, working
mercenary, or becoming officers in the military one of General Peppers favorite lieutenants, Gary,
is a Cheetah.
Cheetah Racial Traits
Equine
Characters
11
Personality
Equines
think
highly of themselves,
and
tend
to
be
condescending to others
the natural jock.
They tend to form loose
friendships with other
Equines,
but
intentionally steer away
from other races. Many
Equines form gangs or
clubs,
to
which
membership is barred
for other races.
Physical Description
Equines are very fit
and muscular, and most
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12
Characters
Mouse
Lupine
Personality
Lupines tend to be very cocky and
confrontational. They feel that others owe them,
and have a knack for starting fights which they
are equally adept at finishing. While not inherently
evil, they often have very destructive tendencies,
and any Lupine will be thrilled to watch something
go boom.
Physical Description
Lupine fur is some shade of grey or black, but
the occasional white can be found. Their eyes can
be almost any color, but are often some shade of
blue or green.
Relations
Lupines favor crowds, feeling safety in
numbers. They usually have a small group of close
friends, but keep in contact with several others.
They are very protective of their friends and
family, and mothers have been known to die
fighting to defend their children.
Alignment
Personality
Mice are friendly and hyper, talk fast, and love
to eat. Their appetite is disproportionate to their
size, and a Mouse will often eat twice as much as a
Canine twice her size, and yet gain no weight.
Physical Description
Mice are small in stature, standing about 3
feet tall and weighing under 100 pounds. They
have long faces and tails, and large, acutely
sensitive ears. Their fur is white, grey, or brown,
and their eyes are usually brown or blue. Their
teeth are small and extremely sharp, like a
mouthful of needles.
Relations
Mice are skittish around strangers, and slow to
develop true friendships they will often tag along
with others, but only if it furthers their own
interests. They dont usually mean to be selfish or
reclusive, it just simply never occurs to them that
others might expect something of them.
Alignment
Mice are about as Neutral as they come. They
follow their own agenda whenever possible, and
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Otter
Personality
Otters are friendly and hyperactive. They love
to play games, solve puzzles, and practice
acrobatics in everything they do. They have a
problem with taking things seriously, but rarely
underestimate a foe they just make a game out of
it.
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 barely
visible ears. They stand about 5 to 6 feet tall, and
are both strong and flexible.
Relations
Otters rarely keep friends for long, but get
along immediately with almost anyone. They have
a tendency to flirt with anyone nearby, regardless
of race or affiliation. These relationships rarely
develop, and few Otters ever marry outside their
race.
Otter Racial Traits
Aquatic:
Otters receive a +2 Racial
Modifier on Swim checks.
Flexible:
Otters receive a +2 Racial
Modifier to Balance, Escape Artist, Perform, and
Sleight of Hand checks.
Raccoon
Personality
Raccoons are friendly and inquisitive, and are
often playfully destructive. They are often also
hyperactive.
Physical Description
Raccoons have brown or grey fur with black
hands and feet, black or brown rings around their
tails, and a black band across their eyes. Their tails
are long bushy, much like those of Vulpines and
Squirrels, and their ears are rounded. Eye color
tends toward shades of brown and hazel, and the
occasional blue.
Relations
Other races view Raccoons as very
charismatic, humorous, and cute. They always
make a good first impression. They have unusual
love/hate relationship with Toads they share a
love for mechanical things, but Toads cant stand it
when Raccoons start taking apart a perfectly good
jet engine just to see how it works.
Alignment
Raccoons always side with the underdog, a
choice stemming from their burning desire to help
those in need. They often make the same decisions
as Vulpines, but without asking for money up
front. They follow the law whenever possible, but
dont go out of their way to rationalize their
actions.
Raccoon Racial Traits
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Rat
Personality
Rats are calculating and efficient; They have a
mind for numbers. They are not regarded as overly
friendly; though they are apt to be helpful, they
often do so in a rather brusque and curt manner.
They are exceptionally skilled at solving riddles
and puzzles, and often enjoy long competitions
with Otters and Hares.
They make natural
salesmen.
Physical Description
Rats stand around 4 to five feet tall, with
tails around 2 feet in length. Their fur is usually
grey or brown, though the occasional white or
black may be found. Their eyes are round and
beady, often seeming to stare off into space like a
Ferrets. They have large feet for their height, and
ears about as large as a Vulpines.
Relations
Rats enjoy the company of Hares and Otters,
but are often frustrated by members of other races,
whom they view as foolish and clumsy. They love
to explain themselves, hoping that others will
appreciate their wisdom and learn from it; they
thrive on recognition.
Rat Racial Traits
Squirrel
Personality
Squirrels are chirpy and optimistic, talkative,
and have short attention spans. They often come
across as annoying, but people tend to think kindly
of them nonetheless.
Physical Description
Squirrels have fur that ranges from light tan to
a dark mahogany brown. Their tails are long and
bushy, and have a slight prehensile grip. They
have small, pointed ears and green or blue eyes.
Other races consider Squirrels to possess an exotic
beauty, often earning them careers in the
entertainment business.
Relations
Squirrels tend to form close bonds with each
other, as well as Vulpines and Avians. Other races
will befriend them, but the relationships rarely get
very close.
Squirrel Racial Traits
Puzzler:
For skill checks requiring
Dexterity, Rats may choose to add their Wisdom
Modifier instead.
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
genetics. 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.
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.
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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 cant dodge your attack
effectively. This check is opposed by the other starships pilots Sense Motive check. If you succeed, the next
attack your starship makes against the target ignores its pilots Dexterity modifier to Defense (if it has one),
thus lowering the targets defense score.
You cannot use this tactic against a starship thats 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 starships 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 GMs 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 ships
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)
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).
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Navigate (INT)
You can use the Navigate skill to plot a course with a starships 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 dont 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 starships 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.
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 armors entire equipment bonus to your Defense.
Normal: A character not proficient with powered armor adds only a portion of the armors 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.
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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 attachments 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.
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
Youve 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 dont 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 (crafters choice). A mastercraft suit of armor improves the
armors 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).
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 100, +2 costs 250, and +3 costs 500.
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).
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Apply the following modifiers to the Craft check DC for mastercraft items:
Mastercraft Feature
+1
+2
+3
DC modifier
+3
+5
+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 as noted, either from selling the parts or putting them to use in a future
project.
Type
Vehicle
Huge or smaller
Gargantuan
Colossal
Mech
Huge or smaller
Gargantuan
Colossal
Starship
Huge
Gargantuan
Colossal
Android
Tiny or smaller
Small to Large
Huge or larger
Cyberware
Replacement
Attachment
Time
-30min.
1hr.
3hrs.
-30min
1hr.
3hrs.
-1hr.
3hrs.
6hrs.
-10min.
30min.
1hr.
-10min.
30min.
DC
-15
20
25
-25
30
35
-30
35
40
-20
25
30
-15
20
-100
200
300
-200
400
600
-300
500
800
-100
200
300
-100
200
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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 enemys 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 starships 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 ships 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.
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 ships Defense against attacks of opportunity caused when you move out of or
within a starships 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 ships Defense.
Normal: Without this feat, you take a -4 Nonproficient penalty to Pilot checks made to operate a starship,
and you only apply your Class Bonus to Defense (rounded down) to the ships Defense.
Special: You can gain this feat multiple times. Each time you take this feat, it applies to a different class
of starship.
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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
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 highestranking 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 + 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
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
Base Attack
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
Fort
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Ref
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Will
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Special
Bonus feat
Weapon Specialization
Extra Melee Damage
Knockdown
Bonus Feat
Thruster Burst
Topple
Shield Boost
Bonus Feat
Supreme Critical
Defense Bonus
+1
+2
+2
+3
+4
+4
+5
+6
+6
+7
Reputation
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
Class Features
Bonus Feats: These feats can be taken at 1st, 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 deal 1d6 lethal instead of 1d4 subdual). This ability may not be used without powered armor.
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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 systems intricacies extremely well. Her
personal armors 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 wouldnt 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 + 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
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
Base Attack
+0
+1
+2
+3
+3
+4
+5
+6
+6
+7
Fort
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Ref
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Will
+1
+2
+2
+2
+3
+3
+4
+4
+4
+5
Special
Flight Dodge
Familiarity +1
Fly-By Attack
Familiarity +2
Evasive Action
Familiarity +3
Engine Override
Familiarity +4
Improved Evasive Action
Familiarity +5
Defense Bonus
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
Reputation
+1
+1
+2
+2
+3
+3
+4
+4
+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 fighters weaponry, and to
the vehicles Defense. This bonus starts at +1 at 2nd 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
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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 Aces 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 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 ones 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
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 + 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
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
Base Attack
+0
+1
+2
+3
+3
+4
+5
+6
+6
+7
Fort
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Ref
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Will
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Special
Cyberware
Bonus Feat
Cyberware
Cyberware
Bonus Feat
Cyberware
Cyberware
Bonus Feat
Cyberware
Cyberware
Defense Bonus
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
Reputation
+0
+0
-1
-1
-1
-2
-2
-2
-3
-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).
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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.
Class Information
Hit Die: 1d6.
Action Points per Level: 6 + 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
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
Base Attack
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
Fort
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Ref
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Will
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Special
Bonus Feat
Extreme Weapons System
Bonus Feat
Build Weapons System
Bonus Feat
Extreme Flight Control
Bonus Feat
Build Avionics
Bonus Feat
Craft Design Genius
Defense Bonus
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
Reputation
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
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
+1 Damage
+2 Damage
+3 Damage
+500ft. range
+1000ft. range
+1 to Attack
+2 to Attack
+3 to Attack
Craft/Repair DC
15
20
25
15
25
20
25
30
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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
vehicles 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 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 reestablished 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
+2 Bonus on Pilot Checks
+4 Bonus on Pilot Checks
+6 Bonus on Pilot Checks
+1/1 Flight Speed
+2/2 Flight Speed
+3/3 Flight Speed
Craft/Repair DC
15
20
25
15
25
35
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 10 th level. The construction cost is
1,000 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 + character level.
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.
Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.
Class Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
Base Attack
+0
+1
+2
+3
+3
+4
+5
+6
+6
+7
Fort
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Ref
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Will
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Special
Extra Occupation
Autohypnosis
Contact, low-level
Extra Occupation
Extra Talent
Contact, mid-level
Extra Occupation
Extra Talent
Contact, high-level
Extra Occupation
Defense Bonus
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
Reputation
+0
+0
+1
+1
+1
+2
+2
+2
+3
+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
Memorize
Tolerate Poison
Willpower
Scour deep memories
DC
15
Poisons DC
20
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 poisons 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).
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
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Characters
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 + character level.
Class Skills: Bluff, Computer Use, Diplomacy, Drive, Gather Information, Intimidate, Knowledge
(behavioral sciences, civics, 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
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
Base Attack
+0
+1
+2
+3
+3
+4
+5
+6
+6
+7
Fort
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Ref
+1
+2
+2
+2
+3
+3
+4
+4
+4
+5
Will
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Special
Leadership
Exploit Weakness
Bonus Feat
Plan
Small-unit Tactics
No Sweat
Bonus Feat
Uncanny Survival
Sixth Sense
Fast Tactics
Defense
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
Reputation
+1
+2
+2
+3
+4
+4
+5
+5
+5
+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 Captains 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.
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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 Captains
Intelligence bonus, and lasts for a number of rounds equal to 1d4 + the Wing Captains Charisma modifier.
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.
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Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.
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.
Blackmail
Usually through trickery (but sometimes by
digging into the PCs' past), an antagonist has
something to hold over the heads of the PCs and
make them jump. This could be any kind of threat
from physical to social, but it depends on the
villain having something - even if it's information that others don't have. Now, he is pulling the
strings of the PCs, telling them to do things they
don't want to. The PCs must end the cycle of
blackmail, deprive the villain of his edge, and keep
him temporarily satisfied while doing it.
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Campaigns
Delver's Delight
The PCs are treasure-hunters, who have caught
wind of a treasure-laden ruin. They go to explore
it, and must deal with its supernatural denizens to
win the treasure and get out alive.
Common Twists & Themes: The treasure
itself is something dangerous. The treasure isn't in
a ruin, but in a wilderness or even hidden
somewhere "civilized." The treasure is someone
else's rightful property. The treasure turns out to
have a will of its own.
Elementary,
Watson
My
Dear
Escort Service
The PCs have a valuable object or person,
which needs to be taken to a safe place or to its
rightful owner, etc. They must undertake a
dangerous journey in which one or more factions
(and chance and misfortune) try to deprive them of
the thing in their care.
Common Twists & Themes: The thing or
person is troublesome, and tries to escape or
sidetrack the PCs. The destination has been
destroyed or suborned by the enemy, and the PCs
must take upon themselves the job that either the
destination or their charge was meant to do when it
got there. The person is a person attempting a
political defection. Safe arrival at the destination
doesn't end the story; the PCs must then bargain
with their charge as their token (exchanging money
for a hostage, for instance). The PCs must protect
the target without the target knowing about it.
Good Housekeeping
The PCs are placed in charge of a large
operation (a trading company, a feudal barony, the
CIA) and must, despite lack of experience in such
things, make it work and thrive.
Common Twists & Themes: The PCs are
brought in because something big is about to
happen, and the Old Guard wants a chance to
escape.
The peasants, neighbors, employees,
etcetera resent the PCs, because their method of
inheritance looks outwardly bad and everybody
loved the old boss.
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Hidden Base
The PCs, while traveling or exploring, come
across a hornet's nest of bad guys, preparing for
Big Badness. They must either find some way to
get word to the good guys, or sneak in and disable
the place themselves, or a combination of both.
Common Twists & Themes: The PCs must
figure out how to use local resources in order to
defend themselves or have a chance against the
inhabitants.
Long Or Short
When Dining On Elf?
Fork
Manhunt
Someone is gone: They've run away, gotten
lost, or simply haven't called home in a while.
Somebody misses them or needs them returned.
The PCs are called in to find them and bring them
back.
Common Twists & Themes: The target has
been kidnapped (possibly to specifically lure the
PCs). The target is dangerous and escaped from a
facility designed to protect the public. The target is
valuable and escaped from a place designed to
keep him safe, cozy, and conveniently handy. The
target has a reason for leaving that the PCs will
sympathize with. The target has stumbled across
another adventure (either as protagonist or victim),
which the PCs must then undertake themselves.
The missing "person" is an entire expedition or
pilgrimage of some kind. The target isn't a
runaway or missing/lost - they're just someone that
the PCs have been hired to track down (possibly
under false pretenses).
Missing Memories
One or more of the PCs wakes up with no
memory of the recent past, and now they find
themselves in some kind of trouble they don't
understand. The PCs must find the reason for the
memory lapse, and solve any problems they
uncover in the meantime.
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Campaigns
Not In Kansas
The PCs are minding their own business and
find themselves transported to a strange place.
They must figure out where they are, why they are
there and how to escape.
Common Twists & Themes: They were
brought there specifically to help someone in
trouble. They were brought there by accident, as a
by-product of something strange and secret. Some
of the PCs' enemies were transported along with
them (or separately), and now they have a new
battleground, and innocents to convince which
guys are the good guys.
Ounces of Prevention
A villain or organization is getting ready to do
something bad, and the PCs have received a tip-off
of some sort. They must investigate to find out
more about the caper, and then act to prevent it.
Common Twists & Themes: The initial tipoff was a red herring meant to distract the PCs
from the actual caper. There are two simultaneous
Bad Things on the way, and no apparent way to
both of them - how to choose?
Pandora's Box
Somebody has tinkered with Things Man
Ought Not, or opened a portal to the Mean People
Dimension, cracked a wall at the state prison, or
summoned an ancient Babylonian god into a
penthouse. Before the PCs can even think of
confronting the source of the trouble, they must
deal with the waves of trouble already released by
it: monsters, old foes out for vengeance, curious
aliens
who
think
cars/citizens/McDonald's
hamburgers resemble food, and so forth.
Common Twists & Themes: The PCs can't
simply take the released badness to the mat; they
have to collect it and shove it back into the source
before it the adventure can really end. The PCs are
drawn in to the source and must solve problems on
the other side before returning to this one. A secret
book, code, or other rare element is necessary to
plug the breach (maybe just the fellow who opened
it). A close cousin to this plot is the basic
"somebody has traveled into the past and messed
with our reality" story.
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Recent Ruins
A town, castle, starship, outpost, or other
civilized construct is lying in ruins. Very recently,
it was just dandy. The PCs must enter the ruins,
explore them, and find out what happened.
Common Twists & Themes:
Whatever
ruined the ruins (including mean people, weird
radiation, monsters, a new race, ghosts) is still a
threat; the PCs must save the day. The inhabitants
destroyed themselves. The "ruins" are a derelict
ship or spaceship, recently discovered. The "ruin"
is a ghost town, stumbled across as the PCs travel but the map says the town is alive and well.
Safari
The PCs are on a hunting expedition, to
capture or kill and elusive and prized creature.
They must deal with its environment, its own
ability to evade them, and possibly its ability to
fight them.
Common Twists & Themes: The creature is
immune to their devices and weapons. There are
other people actively protecting the creature. The
creature's lair allows the PCs to stumble onto
another adventure.
Stalag 23
The PCs are imprisoned, and must engineer an
escape, overcoming any guards, automatic
measures, and geographic isolation their prison
imposes on them.
Common Twists & Themes: Something has
happened in the outside world and the prison
security has fallen lax because of it. The PCs have
been hired to "test" the prison - they aren't normal
inmates. Other prisoners decide to blow the
whistle for spite or revenge.
The PCs are
undercover to spy on a prisoner, but are then
mistaken for real inmates and kept incarcerated.
The PCs must escape on a tight schedule to get to
another adventure outside the walls.
Troublemakers
A bad guy (or a group of them, or multiple
parties) is kicking up a ruckus, upsetting the
neighbors, poisoning the reservoirs, or otherwise
causing trouble. The PCs have to go where the
trouble is, locate the bad guys, and stop the party.
Common Twists & Themes: The PCs must
not harm the perpetrator(s); they must be bagged
alive and well. The bad guys have prepared
something dangerous and hidden as "insurance" if
they are captured. The "bad guy" is a monster or
dangerous animal (or an intelligent creature that
everybody thinks is a monster or animal). The
"bad guy" is a respected public figure, superior
officer, or someone else abusing their authority,
and the PCs might meet hostility from normallyhelpful quarters who don't accept that the bad guy
is bad. A balance of power perpetuates the trouble,
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Campaigns
Uncharted Waters
The PCs are explorers, and their goal is to
enter an unknown territory and scope it out.
Naturally, the job isn't just going to be surveying
and drawing sketches of local fauna; something is
there, something fascinating and threatening.
Common Twists & Themes: Either the place
itself is threatening (in which case the PCs must
both play National Geographic and simultaneously
try to escape with their skin, sanity, and credit
rating) or the place itself is very valuable and
wonderful, and something else there is keen on
making sure the PCs don't let anyone else know.
Other potential conflicts involve damage to the
PCs' conveyance or communication equipment, in
which case this becomes Don't Eat the Purple
Ones.
Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.
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 triedand-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 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.
Campaigns
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36
Campaigns
Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.
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 (, based on an old Earth currency) 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 Liras.
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 Liras ().
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
Auto Laser Pistol
Blaster
Heavy Laser
Holdout Laser
Laser Pistol
Mini Laser Pistol
Range
40ft.
20ft.
60ft.
20ft.
40ft.
30ft.
Type
Laser
Plasma
Laser
Laser
Laser
Laser
Damage
2d6
2d4*
3d6
1d8
2d8
2d4
Critical
20
19-20
20
20
20
20
ROF
S, A
S*
S
Single
S
S
Magazine
50 box
-30 box
50 int.
50 box
30 box
Size
M
M
M
T
S
T
Cost ()
1200
900
1200
500
900
650
Weight
5lbs.
1lb.
2lbs.
1lb.
2lbs.
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 Sarium Krellide power cells, and dont really have much in the line of magazine
limitations though they do occasionally need recharging. Taim & Beck Corp. is Cornerias chief supplier for
laser weapons.
Plasma weaponry is mostly useful against personnel. The plasma bolt deforms 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 perhaps warp the metal slightly before dissipating. This is very useful for crewmembers aboard starships,
as you dont want to accidentally punch a hole in the hull if your weapon misfires.
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.
Equipment
37
38
Equipment
Blaster
These are the standard-issue sidearms for all starship-bound forces throughout the system. The MkI fires a
small bolt of plasma, and has very little recharge time between shots (2d4 damage, semiauto fire). The MkII
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 damage, single fire). Also
available is a downgraded MkIa, only capable of temporarily stunning an adversary (deals 2d4 subdual damage)
these are usually issued to cadets at military academies, for personal defense. 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, at the cost of low damage and range. All Blasters suffer
a 1 penalty on attack rolls vs. armored targets. All characters in the Military, Police, or Adventurer careers
who are stationed on a starship or space station are issued 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 Ladys Pistol. It is sometimes used as an off-hand weapon for people who dual-wield
pistols.
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.
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
Laser Hunting Rifle
Laser Rifle
Laser Sniper Rifle
Light Laser Rifle
Plasma Rifle
Railgun Rifle
Range
100ft.
80ft.
120ft.
60ft.
80ft.
100ft.
Type
Laser
Laser
Laser
Laser
Plasma
Ballistic
Damage
3d8
3d8
3d8
3d6
3d10
3d12*
Critical
20
20
20
20
20
20
ROF
Single
S
Single
S
S
Single
Magazine
4 int.
50 box
30 box
30 box
30 box
1 int.
Size
L
L
L
M
L
H
Cost ()
2000
1500
2750
1200
1500
--
Weight
10lbs.
8lbs.
14lbs.
6lbs.
7lbs.
50lbs.
Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.
Heavy Weapons
Weapons from this class are certainly the most powerful 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
Gatling Laser
Laser Cannon
Plasma Cannon
Rail Cannon
Range
80ft.
160ft.
75ft.
135ft.
Type
Laser
Laser
Plasma
Ballistic
Damage
4d8
4d8
2d20
6d12*
Critical
20
20
19-20
20
ROF
S, A
Single
Single
Single
Magazine
60 box
10 int.
-6 int.
Size
L
H
H
H
Cost ()
3500
5000
3500
--
Weight
57lbs.
44lbs.
56lbs.
40lbs.
Gatling Laser
Gatling lasers are capable of rapid 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 often sees use on small military vehicles.
Laser Cannon
Laser Cannons are chopped-down versions of the Argon-fueled Laser Cannon sported by many vehicles
and starships. 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.
Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.
Equipment
39
40
Equipment
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 vs. armored targets.
Rail Cannon
Impressive range and power mark this unusual weapon. Capable of firing an Aluminum dart at up to Mach
6, the Rail Cannon punches through armor easily. Loading a new projectile without accidentally discharging it
slows the rate of fire. Rail Cannons may ignore 1 point of vehicle Hardness when applying damage, and gets a
+1 Circumstance Bonus to attack rolls vs. armored targets. 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
Baton
Brass Knuckles
Chain
Chainsaw
Club
Knife
Stun Gun
Range
----10ft.
10ft.
--
Type
Bludgeoning
Bludgeoning
Bludgeoning
Slashing
Bludgeoning
Slashing
Electricity
Damage
1d4
--*
1d6/1d6
3d6
1d6
1d4
1d3
Critical
20
19-20
20
20
20
19-20
20
Size
M
T
L
L
M
T
S
Cost ()
40
30
30
90
20
55
30
Weight
2lbs.
.5lbs.
4lbs.
10lbs.
6lbs.
1lb.
1lb.
Baton
This metal rod is a convenient melee weapon for striking at close range.
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
Easily crafted out of a heavy object like a baseball bat or hard wooden branch.
Knife
Knives come in many styles, from an aviators survival knife, to a knife cobbled out of obsidian or sheet
metal scraps. Survival Knives are discussed in greater detail under Survival Gear.
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 BOOMlet 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
Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.
chemical process to explode, others use matter/antimatter reactions, others use advanced plasma burst
technology at a steep price.
Explosives
Weapon
Antimatter Charge
Detcord (50 ft)
Dynamite (12)
Grenade Rounds (6)
Grenade, Fragmentation (6)
Grenade, Plasma Burst (6)
Grenade, Smoke (6)
Grenade, Tear Gas (4)
Grenade, Thermite (4)
Grenade, WP (6)
Plasma Charge(4)
Plasma Demolitions Charge
Plasma Rail Gun Round (10)
Range
--5ft.
-10ft.
10ft.
10ft.
10ft.
10ft.
10ft.
----
Type
Concussion
Fire
Concussion
Slashing
Piercing
Plasma
--Fire
Fire
Plasma
Concussion
Plasma
Damage
4d12
1d6
1d6
3d6
4d6
4d6
--6d6
2d6
6d8
4d6
1d12*
Reflex
20
12
15
14
15
15
--12
15
20
20
18
Blast
20ft.
5ft.
5ft.
10ft.
20ft.
15ft.
-20ft.
5ft.
15ft.
10ft.
20ft.
5ft.
Cost ()
400
70
200
650
500
500
120
200
900
500
200
150
275
Weight
35lbs.
5lbs.
3lbs.
2lbs.
2lbs.
2lbs.
2lbs.
2lbs.
2lbs.
2lbs.
2lbs.
1lb.
1lb.
Dynamite
This stick of chemical explosive is a centuries-old standby. It has a fuse that can be trimmed to go off in 2
rounds to 20 minutes, or it can use an electrical igniter. The fuse will NOT light in a vacuum. 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.
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.
Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.
Equipment
41
42
Equipment
Grenade, WP
The dreaded white phosphorus grenade. This is an incendiary weapon, and allows a Reflex save (DC 15)
for half 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 2 ft to the burst radius, to a maximum of 20ft.
Plasma Railgun Round
A specially-designed round for the Railgun. It has a Teflon backing, and is made of a special alloy of
Antimony and Aluminum to promote vaporization. Upon firing, the round plasmifies. This round adds +1d4 to
damage, but loses the normal bonuses against armor.
Exotic Weapons
These weapons are unusual in some way, and dont 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
Concussion Rifle
Flamethrower
Flare Gun
Laser Cutter
Pepper Spray
Plasma Cutter
Stun Rifle
Taser
Range
20ft.
-30ft.
5ft.
5ft.
5ft.
25ft.
5ft.
Type
Sonic
Fire
Fire
Laser
-Plasma
Sonic
Electricity
Damage
2d10
3d6
1d8
2d6
-1d12
1d8
1d4
Critical
20
20
20
20
-19-20
20
20
ROF
Single
Single
Single
Single
Single
single
S
Single
Magazine
5 int.
10 int.
1 int.
12 int.
1 int.
8 int.
6 int.
1 int.
Size
M
L
S
S
D
M
M
T
Cost ()
3500
900
36
80
30
218
110
55
Weight
18lbs.
24lbs.
2lbs.
3lbs.
.5lbs.
10lbs.
14lbs.
2lbs.
Concussion Rifle
This device is bulkier than a stun rifle, but also has more firepower. It operates by firing concentrated
sound waves, having about the same effect on a target as hitting it over the head with a two-by-four.
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.
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. This is the only plasma-based device that does not suffer against armor.
Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.
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 twice the damage dealt.
Archaic Weapons
Weapons from Terran history, these weapons are true museum pieces. Most people dont 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
Axe
Greatsword
Katana
Longsword
Rapier
Shortsword
Staff
Wakizashi
Type
Slashing
Slashing
Slashing
Slashing
Piercing
Piercing
Concussion
Slashing
Damage
1d6
2d6
2d6
1d8
1d6
1d6
1d6/1d6
1d6
Critical
20
19-20
19-20
19-20
18-20
19-20
20
20/x3
Size
M
L
L
M
S
S
L
S
Cost ()
20
248
200
150
120
120
20
150
Weight
3lbs.
8lbs.
3lbs.
4lbs.
3lbs.
2lbs.
4lbs.
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 4 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.
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.
Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.
Equipment
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44
Equipment
Weapon
Crossbow, Heavy
Crossbow, Light
Longbow
Shortbow
Sling
Range
40ft.
40ft.
40ft.
30ft.
15ft.
Type
Piercing
Piercing
Piercing
Piercing
Bludgeoning
Damage
1d10
1d8
1d8
1d6
1d3
Critical
19-20
19-20
20/x3
20/x3
20
Size
M
S
L
M
T
Cost ()
90
70
120
90
20
Weight
8lbs.
6lbs.
5lbs.
3lbs.
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 youre
out of SK fuel cells.
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.
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
.22 Holdout Gun
.38 Revolver
.44 Magnum
.45 Pistol
9mm Pistol
Range
20ft.
30ft.
40ft.
30ft.
40ft.
Type
Ballistic
Ballistic
Ballistic
Ballistic
Ballistic
Damage
2d4
2d6
2d8
2d6
2d6
Critical
20
20
20
20
20
ROF
Single
Single
Single
S
S
Magazine
8 cyl.
6 cyl.
6 cyl.
8 box
15 box
Size
T
S
M
M
M
Cost ()
350
350
500
500
650
Weight
1lb.
2lbs.
2lbs.
2lbs.
1lb.
Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.
.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 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 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. This weapon suffers a 1 penalty
on damage vs. vehicle Hardness and to attack rolls vs. armored targets.
9mm Pistol
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 150 (and are much more difficult to find). Fires 9mm Para ammunition.
Projectile Longarms
Weapon
9mm Blaze Gun
4.7mm Carbine
4.7mm Rifle
.375 Hunting Rifle
.50 Sniper Rifle
12-ga. Shotgun
Krystal poses
with her Blaze
Gun
Range
40ft.
60ft.
80ft.
90ft.
120ft.
30ft.
Type
Ballistic
Ballistic
Ballistic
Ballistic
Ballistic
Ballistic
Damage
2d6
2d8
2d8
2d10
2d12
2d8
Critical
20
20
20
20
20
20
ROF
A
S, A
S, A
Single
S
S
Magazine
50 box
20 box
30 box
3 int.
10 box
6 int.
Size
L
M
L
L
L
L
Cost ()
1500
650
650
500
3500
500
Weight
14lbs.
6lbs.
8lbs.
10lbs.
22lbs.
8lbs.
Projectile Longarms are rarely found in the military. These weapons have more
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, DC 25, and 100
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.
Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.
Equipment
45
46
Equipment
Weapon
Grenade Launcher
Rocket Launcher
.50 Machine Gun
1.2 Antitank Rifle
Range
70ft.
150ft.
110ft.
210ft.
Type
-Concussion
Ballistic
Ballistic
Damage
-10d6
2d12
3d10
Critical
20
20
20
20
ROF
Single
Single
S, A
Single
Magazine
6 cyl.
1 int.
200 belt
4 box
Size
L
L
H
H
Cost ()
350*
500*
3500
3500
Weight
24lbs.
26lbs.
35lbs.
36lbs.
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
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 20th 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.
.50 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.
Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.
Ammunition
All ranged weapons other than Blasters require some form of ammunition. Laser weapons need a SariumKrellide fuel cell to provide the energy necessary to generate light, and projectile weapons need projectile
ammunition. 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 weapons storage area. This process takes 1 minute per shot
recharged, and they may be recharged at any time (not just when they are empty).
Ammunition
Type
.22LR
.375 Magnum
.38 Special
.44 Magnum
.45ACP
.50BMG
1.2 Flechette
4.7mm Caseless
9mm Para
Arrows
Bolts
Flares
Napalm Canister
Railgun Bolts
Railgun Bolts, Plasma-burst
Rocket
Shotgun Shells
SK Fuel Cells
Stun Cartridge
Quantity
50
20
50
50
50
10
1
20
50
12
12
3
1
10
10
1
20
50
2
Cost
20
40
30
30
30
40
7
20
30
70
55
16
85
120
275
125
40
50
22
Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.
Equipment
47
48
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 is
classified as one of three classes:
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 dont want to go
unprotected, but cant 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 combined with steel or ceramic composite plates.
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)
Name
Laminate Vest
Hazard Vest, Type 1
Laminate Suit
IUA Shirt
Concealable Vest
Steel Plates*
Ceramic Plates*
Flak Vest
Steel Plates*
Ceramic Plates*
Hazard Vest, Type 2
Tactical Vest
Steel Plates*
Ceramic Plates*
Forced Entry Unit
Type
Light
Light
Light
Light
Light
Medium
Medium
Light
Medium
Heavy
Medium
Medium
Heavy
Heavy
Heavy
Armor
Bonus
+1
+1
+2
+2
+3
+1
+2
+4
+1
+2
+5
+6
+1
+2
+9
Nonprof.
Bonus
+1
+1
+1
+1
+1
+1
+2
+2
+1
+2
+2
+2
+1
+2
+3
Max
Dex
+8
+7
+6
+7
+5
-1
-1
+3
-1
-1
+2
+2
-1
-1
+0
Check
Penalty
-0
-1
-0
-0
-2
-1
-1
-4
-1
-1
-5
-5
-1
-1
-8
Weight
4lbs.
10lbs.
10lbs.
2lbs.
4lbs.
4lbs.
2lbs.
6lbs.
4lbs.
2lbs.
12lbs.
10lbs.
4lbs.
2lbs.
20lbs.
Speed
30
30
30
30
30
20
20
30
20
20
20
20
20
20
15
Cost ()
120
200
150
200
350
120
275
650
120
275
380
900
120
275
1500
*Ballistic plates
Steel or Duramic brand ceramic composite 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
armors 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. The prices and statistics given are for a pair of plates, one each
covering the front and back of the torso.
Laminate Vest
This vest, imbedded 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 15.
Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.
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
This is a Flak Vest with extra equipment attached via Velcro straps and belt 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
ProTechs 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 wearers head (no AC bonus on called headshots).
Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.
Equipment
49
50
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
bodys 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.
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 characters
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)
Name
EPG
SPG
FPG
PWG
PFA
RPG
ARPG
APWG
Shogun
Type
Light
Light
Light
Medium
Medium
Medium
Heavy
Heavy
Heavy
Armor
Bonus
+1
+2
+4
+5
+4
+6
+8
+9
+10
Nonprof.
Bonus
+0
+1
+1
+1
+1
+2
+2
+3
+3
Max
DEX
+2
+1
+4
+4
+3
+3
+1
+1
+0
Check
Penalty
-5
-4
-3
-4
-4
-5
-7
-7
-8
Consumables
8 hours
10 hours
6 hours
6 hours
8 hours
10 hours
20 hours
24 hours
24 hours
Hardness
2
3
4
4
4
4
5
5
20
HP/SP
10/0
15/10
12/20
25/50
25/40
35/60
40/80
42/100
40/0
Weight
75lbs.
95lbs.
40lbs.
75lbs.
60lbs.
65lbs.
78lbs.
88lbs.
120lbs.
Speed
20/20
30/30
50/15
40/25
*/*
*/*
*/*
*/*
*/*
Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.
Cost
200
350
275
500
650
900
1200
1500
*
Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.
Equipment
51
52
Equipment
Items
It always pays to have the right tool for the job. It doesnt hurt to have a place to put it, somewhere to
spend the night, and something to eat, either. In this section, youll 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 5 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 items weight.
Cost: the price tag for the item, in Liras ().
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
PDA
PDA Software
Size
Tiny
--
Weight
0.5lbs.
--
Cost ()
650
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 cant be used for Computer Use or Research checks.
PDA Software
After having purchased a PDA, youre 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
BIO1
BIO2
BIO3
GEO1
GEO2
MET1
PWR1
Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.
Survival Gear
Item
ReBreather
Survival Knife
Size
Small
Tiny
Weight
5 lb.
1lb.
Cost ()
275
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 6. 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
Scope
Nightvision
Infrared
Suppressor
Pistol
Rifle
Size
Weight
Cost ()
Small
Small
3lbs.
3lbs.
1500
2000
Tiny
Small
1 lb.
4 lb.
250
400
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 50 to the base cost.
Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.
Equipment
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54
Equipment
Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.
L o c a ti o n s
55
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.
Papetoon
Size
Papetoon is the smallest planet in the Lylat
System, with a diameter of roughly 3,000 miles.
This greatly reduces the planets gravitational
field (.25g), and all citizens must wear weighted
boots to facilitate movement with any efficiency.
These boots are usually sold for a minimal fee at
spaceports.
Appearance
The soil is a deep reddish hue, and the
atmosphere is usually some shade of orange.
The average temperature during the day is 90,
and at night it comes down to around 60. There
is very little water, usually dug up from a deep
reservoir. There are small polar ice caps, which
never melt. From a distance, Papetoon looks
remarkably like a scale model of the Terran
Systems Mars.
Atmosphere
The air is thin, making it difficult for living
beings to breathe.
All checks related to
endurance are reduced by two on Papetoon.
Calendar
Papetoonian days are 16 hours long, and the
year has only 115 days. Usually, however, the
citizens operate under the Cornerian Standard
Calendar,
because
seasons
are
barely
distinguished on this desert world.
Population
The native races are basically anyone that
wants to live on Papetoon, and the population
rarely exceeds 10 million.
Government
Papetoon does not have an independent
government, instead functioning much as a colony
under Cornerian rule.
Titania
Size
Titania is roughly the same size as Corneria,
putting its diameter at about 7,500 miles.
Appearance
Titania is covered in bright yellow sand dunes,
with a few sparse cacti scattered across the landscape.
The temperature during the day is often over 120,
and at night it drops all the way down to 90. The
sky is yellow, and the general appearance from orbit
is akin to the Terran Systems Venus. Titania also
has several large rings of ice and rock, similar to
those around Saturn.
Atmosphere
Titania has an extraordinarily thick atmosphere,
which contributes to its excessive temperatures. It is
also sparse in oxygen, making it particularly
uncomfortable for Lylatians. Every hour, players
must make a FORT save (DC 15) or suffer 1d6 points
of subdual damage and 1 point of temporary CON
damage due to suffocation.
Calendar
Titanian days are just the boring old 24 hours,
and the years are about 250 days long. Since nobody
lives on this wasteland, there is no standard calendar
system.
Population
As was stated above, nobody lives on this planet.
There are a few forms of indigenous life, namely the
infamous Gora, but no Lylatians ever willingly live
here for prolonged periods of time. There are rumors
of secret military installations, however
Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.
56
L o c a ti o n s
Government
Nonexistent.
Katina
Size
Katina is small, roughly 5,500 miles in
diameter. This makes it only slightly smaller
than Corneria, with an average gravitational pull
(.7g).
Appearance
Katina is dominated by vast, orange sand
dunes. The sky is dark and reddish, giving the
constant appearance of dusk or dawn, even at
noon. The temperature is slightly cooler than
Papetoon, while slightly warmer than Corneria.
Its overall appearance is comparable to New
Mexico or Arizona.
Atmosphere
Katinas atmosphere is quite ordinary, and
no adverse effects are experienced. It is a bit
disorienting, however, to find that lunchtime
looks quite the same as 9:00 in the evening.
Calendar
The Katinan days are 18 hours long, and
years are 235 days. Again, most simply use the
Cornerian Standard Calendar for convenience.
Population
The only living beings on Katina are those
in a military installation owned by Corneria.
The planet is otherwise too inhospitable to
support life, though extensive terraforming
projects are underway. The population of this
base is approximately 120,000.
Government
Katina is a military outpost owned by
Corneria.
Venom
Size
Venom is the largest planet in the Lylat
System, with a diameter of over 12,000 miles.
Given this huge size, the gravity is substantially
greater (1.8g), and all creatures used to lighter
gravity must make a FORT save (DC 12) each
hour or suffer 1d4 points of damage due to the
physical strain. Powered garments avoid this
risk.
Appearance
Venom looks almost exactly like Katina vast
stretches of red-orange sand, with a dark sky. In
Venoms case, however, the sky is not orange but a
bilious yellow-green.
Atmosphere
Venoms atmosphere is thick, and of a sickly
composition. In addition to its singularly off-putting
color, it is mildly toxic to mammals and Avians. Any
such creatures must make a FORT save (DC 18) each
hour or suffer 1d4 points of acid damage to their
lungs. The high carbon dioxide / sulfur dioxide
levels and low oxygen content make breathing quite
hard, and an additional FORT save (DC 16) must be
made each hour or 1d6 points of subdual damage are
also taken. A simple rebreather or oxygen mask
easily prevents all damage from the caustic air.
Calendar
Venomian days are 32 hours long, and the years
consist of just over 132 days. This equates to exactly
the same amount of time to orbit Solar as Katina.
Venom has its own calendar system, and refuses to
use the Cornerian Standard they dont even
celebrate the same holidays.
Population
Venoms population is near the 10 billion mark,
all Lizards and Apes. For some reason, Apes dont
seem to be affected by the intoxicating air.
Government
Venom is ruled as an empire. During the Great
Lylat Wars, Andross Oikonny ruled Venom with an
iron fist. After that, his bumbling idiot of a nephew,
Andrew, took over. Venom has been a military and
political midget ever since.
Macbeth
Size
Macbeth is small, about 5,000 miles in diameter.
It has a slightly lower gravitational pull than would
be expected for a planet of its size (.4g), so citizens
often wear weighted boots (though they are not
mandatory, as on Papetoon).
Appearance
Macbeth is a desert world similar to Katina in
most regards. The soil is reddish-orange, and the sky
is dark. This is mainly due to the fact that its orbital
path is almost identical to Katinas, though
perpendicular. Macbeth orbits in sync with Katina
and Venom, passing through their orbit when they are
equidistant from it, so there is no risk of a collision.
Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.
Atmosphere
Macbeth has a thick atmosphere rich in
Nitrogen, giving it a deep red hue. It is only
slightly more difficult to breathe, but prolonged
exercise will put undue strain on the lungs. For
every 15 minutes of strenuous activity or
exercise, characters must make a FORT save
(DC 16) or suffer 1d4 points of subdual damage.
Calendar
Macbethan days are 18 hours long, and the
year is exactly the same length as that of Katina.
They use the Cornerian Standard Calendar.
Population
Macbeth has a population of 450 million,
mostly Lupine. This is their world, and they are
not overly fond of outsiders on it.
Government
Macbeth has a tribal monarchy, being ruled
by whomever happens to acquire the throne.
This is highly unpredictable, so Corneria often
keeps a few undercover agents on the planet to
warn them if a potentially dangerous situation
arises.
Corneria
Size
Corneria is the definition for average, with
a diameter of about 7,500 miles. This makes it
slightly smaller than Earth, and has an only
slightly
reduced
gravitational
pull
(approximately .8g).
Appearance
Corneria is mostly water, with a single, large
continent and a few archipelagos. This continent
is covered in lush grass and forest, with one
sprawling city where all the citizens live (aptly
named Corneria City). The air is blue, and from
the space the planet appears to be a deep indigo,
sometimes even purple. The temperature is cool,
with the summers reaching near 90 on a hot
day. In the winter, the usual is around 60.
Atmosphere
The air on Corneria is rich in Oxygen, and is
always fresh due to the lush forests just outside
the city. Also, most machinery is economized to
reduce pollution Cornerians are very careful
about their lovely planet.
Calendar
Cornerian days are 26 hours long, and the year is
365 days long. This has become known as the
Cornerian Standard Calendar, and is often used on
the other planets in the Lylat System as well.
Population
Officially, the predominant race on Corneria is
the Canine. You will find, however, that all races are
represented on this planet, from the common Canine
and Lupine to the extremely rare Rhinoceros or
Giraffe. The population exceeded 1 billion shortly
after the Great Lylat Wars.
Government
Corneria is governed by a democracy, in which
the citizens choose their leader once every ten years.
There is no limit on the number of terms an
individual may serve, so a particularly gifted leader
can hold office for upwards of 50 years. If a tyrant is
elected, the people can just as easily have him
removed from power, and a new leader elected. The
judicial system is particularly good in its dealings
with this, and never has a good leader been
impeached for mistakes made.
Zoness
Size
Zoness is roughly 4,500 miles in diameter, with a
slightly below-average gravitational pull (.5g). It
looks much like a blue-tinted duplicate of Katina,
only slightly smaller.
Appearance
Zoness is mostly covered in deep blue oceans,
with some islands and continents scattered about.
The atmosphere is a deep blue, and smells rich and
fresh all the time. There is little or no pollution, as
the Zonessians are very careful about their home. An
interesting oddity of this world is its orbital path:
The planets orbit is perpendicular to all the other
planets in the system, and passes through that of
Corneria. NOTE: The supplied satellite image was
taken during the Great Lylat Wars, so the planets
atmosphere is off-color due to pollution. Usually it
looks blue-green.
Atmosphere
The air is of average composition, but is much
more fresh than any other planet. Even in the midst
of a bustling city (of which there are few), the air
smells as clean and pure as the middle of a forest
after a rainfall. This has a soothing effect on the
mind, allowing all characters to recover 1d4 HP per
hour.
Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.
L o c a ti o n s
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L o c a ti o n s
Calendar
Zonessian days are 24 hours long, and the
years are usually around 300 days long. They
use the Cornerian Standard Calendar.
Population
The planets average population is around
200 million, mostly Avians and Felines.
Citizens of other worlds prize Zoness as a choice
vacation spot, and visit year-round.
Government
Zoness maintains a parliamentary system of
rule they are governed by a group of six
people, of varied races. These members are
changed whenever it is felt necessary. A poor
member will often be expelled after six or so
months, while an exceptional one may last 20+
years. The planet is generally unaligned in any
conflict, much like Switzerland on Earth.
Aquas
Size
Aquas is slightly larger than Corneria, about
9,000 miles in diameter. This is a terrible waste
of space, given that it is all water.
Appearance
Aquas is quite a lovely planet, completely
covered in deep blue seas, with a pale blue sky.
The seas are dominated by huge waves, often
miles high, because there is no coastline upon
which they may break. There have, however,
been some rumors of small islands hidden from
satellite view
Atmosphere
The air on Aquas is thick and humid, often
full of thick, rolling clouds. It is of a decent
composition, and looks a healthy shade of blue
though not as rich as that of Corneria or Zoness.
Calendar
Aquan days are amazingly long, over 50
hours. The years are comparatively short,
merely 165 days. Since there are no inhabitants,
there is no official calendar system.
Population
Despite numerous species of indigenous marine
life, there are no Lylatian races living on Aquas. If
there were some land, however, they would be more
than willing to move in.
Government
There is no government on Aquas, nor does
anybody claim ownership of it.
Fortuna
Size
Fortuna is quite small, only 4,000 miles in
diameter. This includes gravity about half that of
Corneria (.4g), so visitors usually wear weighted
boots.
Appearance
Fortuna looks much like Earth. Depending on
ones location, the climate varies from lush tropical
rainforests to cool coastlines, to arctic tundra the
best and the worst can be found on Fortuna.
Fortunas orbit is slightly offset to the rest of the
system, forming a 20 angle with that of Corneria. It
is slightly larger than Aquas orbit, which causes it to
have cooler temperatures and less differentiation
between seasons.
Atmosphere
The air on Fortuna is also much like that found
on Earth. It is a pale blue, and just the right density
to support most life.
Calendar
The days on Fortuna are only 18 hours long, and
the years are 220 days. Any visitors usually use the
Cornerian Standard Calendar, though the native
species dont really care.
Population
Fortuna is inhabited by Dinosaurs, and dinosauresque humanoids.
The population of these is
amazingly small, only 10,000, possibly due to their
tribal and predatory nature.
Government
Fortuna has no independent government, but
Corneria has claimed ownership of it on numerous
occasions, and even held a military installation near
the North Pole for four years after the Great Lylat
Wars.
Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.
Other Locations
Cerinia
Location
Cerinia is not actually part of the Lylat
System, instead orbiting a star about 1.2 light-years
away from Solar. It is not known whether there
were other planets in the system, but they were
most likely destroyed when the star went nova.
Description
There are many rumors about the planets
nature, and its origin. Nobody knows much for
certain, as the inhabitants were generally reclusive,
and there was only one known survivor after the
planets premature destruction.
Population
Cerinia is populated by a subrace of Vulpines,
more intelligent and charismatic than the
Cornerians. The only ones that have been seen are
reported to have blue and white fur, with deep,
piercing eyes. The planets population is unknown.
Government
It is known that Cerinia was ruled by a
Monarchy, with a King and a Queen.
Meteo Field
Location
The Meteo Field is an asteroid field located
between Corneria and the inner desert planets. It is
roughly spherical, forming a complete barrier
between the two groups.
Description
Meteo is full of asteroids of various sizes,
some as small as a golf ball, some as large as a
moon. It is fairly easy to navigate, especially if
one takes the designated space trade routes they
were cleared for large freighters to pass safely
without too much turbulence.
Population
There are no known species actually living on
or in the asteroids, but there are several small space
stations and mining colonies within the field. The
most well-known of these is Meteo Station,
detailed below.
Government
The Meteo Field is not governed or ruled by
anyone. Each station or colony has its own
governing body, even if only a command crew.
Meteo Station
Location
Meteo Station is, as one would deduce from
the name, located within the Meteo Field. Its exact
location can be found, but it often moves (via small
ion jets) when a neighboring asteroid becomes
dangerously close, or simply when a change of
scenery is desired.
Description
Meteo Station is a favorite gathering spot for
mercenaries and bounty hunters, as well as 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.
Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.
L o c a ti o n s
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L o c a ti o n s
Sector X
Location
Sector X is located within the Meteo asteroid
field, roughly between Katina and Titania. It is not
necessary to fly through when traveling between
these worlds, but it does save a lot of time.
Appearance
Sector X is a gaseous nebula within the
asteroid field. It is populated by large, flowing
clouds of various shades of white and blue,
forming a large X. During the Great Lylat Wars,
Venom attempted to build a defense station inside
the nebula. It was promptly destroyed by a Mech
they were hoping to use as a weapon its
programming had become corrupted without its
owners knowledge.
Population
There are a few indigenous species, most
notably the space amoebas. These breathe the
gases found within the nebula, and feed off of
energy traces left by passing starships or, when no
starships are available, the gases found within the
cloud. They have been known to attach themselves
to passing starships and leech energy from their
deflector shields, but are not harmful to the vessel
itself or the people within.
Government
None officially, though both Corneria and
Venom have claimed ownership of it throughout
the years.
Sector Z
Location
Sector Z is located within the Meteo Field,
similar to Sector X. It is on the opposite side of
Solar.
Population
Zero.
Government
None. There are no natural resources to be
found within the nebula itself, so nobody has
deemed it worthy of claim.
Sector Y
Location
Sector Y is located on the edge of the Lylat
System, near Corneria. This is a strategic location
for a star fleet, and has been a constant source of
conflict between Corneria and Venom.
Appearance
Sector Y is a large gaseous nebula, much like
Sectors X and Z. It is dominated by a single
yellow-green cloud in the shape of a Y, from
whence its name was derived. The cloud is the
source of an unusual form of radiation, also given
off by deflector shields. This radiation is not
harmful to Lylatians. This sector was used as a
rendezvous point for Venomian starships during
the Great Lylat Wars, and was defended heavily by
soldiers in Shogun Mech Suits.
Appearance
Sector Z is yet another gaseous nebula, with
the clouds forming a Z shape. The asteroids
within the field, combined with the gases of the
nebula, have been known to spontaneously grow
the rare crystals used for FTL propulsion. Because
of this, it was once the site of a mining facility though this facility was destroyed by Venom
during the Great Lylat Wars.
Population
Zero known, though there may be secret
mining facilities hidden from satellite observation
within the nebula itself.
Government
Technically, the nebula is owned by Corneria,
but anybody is allowed to mine the crystals there
they naturally replenish themselves, forming from
the gases within the nebula.
Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.
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 vehicles 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 vehicles 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.
Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.
Vehicles
61
62
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
Fighter*
Mech
Bomber
Light Cruiser
Frigate
Heavy Cruiser
Battleship
Dreadnought
Superdread
Size
Ultralight
Ultralight
Ultralight
Light
Medium
Heavy
Heavy
Ultraheavy
Ultraheavy
Time
Hours
Days
Days
1-2 weeks
2-4 weeks
2-3 months
6-8 months
12-18 months
2-3 years
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).
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.
Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.
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 Teams flagship, the Great Fox, is a good example of this type of craft.
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.
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Vehicles
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64
Vehicles
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 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.
Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.
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 ships 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).
Cornerias 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
65
Vehicles
Manufacturer
Corneria
Corneria
Corneria
Corneria
Corneria
Corneria
Corneria
Macbeth
Macbeth
Venom
Venom
Venom
Venom
Venom
Venom
Venom
Venom
Venom
Venom
Venom
Venom
Venom
Name
Greenie
Arwing
Blue-Marine
Landmaster
Sledgehammer
Pegasus
Great Fox
Garuda
Rasco
BOLSE Fighter
Invader MkI
Invader MkII
Invader MkIII
Wolfen
Shogun
Saruzin
Dorisby
Harlock
Zeram
Grazan
Umbra
BOLSE
Class
Fighter
Advanced Fighter
Mech (Submarine)
Mech (Tank)
Mech (Tank)
Fighter/Bomber
Light Cruiser
Mech (Robot)
Mech (Robot)
Fighter
Fighter
Fighter
Fighter
Advanced Fighter
Mech (Battlesuit)
Destroyer
Frigate
Frigate
Battlecruiser
Heavy Carrier
Dreadnought
Superdread
Crew
1
1
1
1
4
1
6
0
0
0
1
1
1
1
1
18
12
10
80
34
200
12000
Pass
0
0*
0
1
0
0
4
0
0
0
0
0
0
0*
0
40
80
40
20
200
2000
20000
Cargo
220 lbs.
200 lbs.
0 lbs.
425 lbs.
425 lbs.
120 lbs.
100t
0 lbs.
0 lbs.
0 lbs.
0 lbs.
0 lbs.
0 lbs.
120 lbs.
0 lbs.
270t
120t
100t
20,000t
40,000t
100,000t
--
Consum
3 days
1 week
1 day
2 weeks
1 week
6 days
18 months
---1 day
1 day
1 day
1 week
1 day
2 years
4 years
3 years
2 years
4 years
12 years
Init
+8
+8
-3
-4
-4
-1
-4
-4
-4
+2
+6
+12
+8
+8
+0
+4
--4
-4
----
Speed
3500
4500
4
2
2
4000
4500
1
1
3500
3000
4500
4000
4500
3000
2500
3000
4000
3000
---
FTL
-35c
---30c
60c
------20c
-45c
20c
25c
50c
40c
---
Face
16x14
14x19
4x17
14x18
12x14
14x16
100x100
8x8
8x8
10x10
10x10
8x12
12x14
16x24
2x2
--------
Defense
19/13/6
22/15/8*
9
8
6
20/14/7
11/7/7
6
6
19/13/13
15/11/4
17/12/5
19/13/6
22/16/9*
24/20/10
11/7/7
7/5/5
7/5/5
11/7/7
11/7/7
11/7/7
1
Hard
20
40
5
20
18
20
50
10
10
10
20
10
30
50
10
30
40
30
30
30
50
--
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.
Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.
HP/SP
100/100
140/200
40/0
64/0
58/0
120/120
800/1500
30/0
30/0
80/400
60/40
40/60
120/60
160/220
40/40
1000/600
2700/800
2000/800
6000/2000
7500/2000
10000/0
--/--
66
Vehicles
Blue-Marine
A submarine built by Slippy Toad. Weaponry includes one Laser Cannon and a torpedo launcher.
Great Fox
The Starfox teams 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
AF-2A Pegasus
AF-2B Pegasus II
AF-2C Pegasus Duo
AF-2D Pegasus D
AFX-2E Sky Albatross
AFX-2F Pegasus X
AF-2G Pegasus SE
Class
Fighter
Fighter
Bomber
Advanced Fighter
Advanced Fighter
Advanced Fighter
Fighter/Bomber
Crew
1
1
2
1
1
1
1
Pass
0
0
0
0
0
0
0
Cargo
125 lbs.
150 lbs.
400 lbs.
140 lbs.
180 lbs.
325 lbs.
300 lbs.
Consumables
5 days
6 days
4 days
6 days
6 days
1 week
6 days
Init
+8
+8
+6
+8
+8
+12
+8
Speed
3500
4000
4000
4500
4500
4500
4000
FTL
15c
25c
20c
35c
45c
55c
30c
Face
10x12
12x14
14x14
14x16
12x16
14x18
18x12
Defense
19/13/6
20/14/7
19/13/6
20/14/7
22/18/12
22/18/12
20/14/7
Hardness
20
20
20
30
40
40
30
HP/SP
100/120
100/120
120/120
120/160
160/240
180/200
120/140
AF-2A Pegasus
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.
Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.
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 BOLSEs 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.
Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.
Vehicles
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68
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
Venoms 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. FTLcapable. 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.
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 linkedfire 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 fiveweapons 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
Gatling Laser
Hyperlaser
Ion Cannon
Laser Cannon
Laser Charge Unit
Light Laser Cannon
Nova Bomb
Rail cannon
AA Missile
AG Missile
Type
Laser
Laser
Electric
Laser
Laser
Laser
Concussion
Ballistic
Ballistic
Ballistic
Damage
4d8 (18)
8d8 (36)
3d8 (13)*
6d8 (27)
2d8 (9)*
4d8 (18)
15d100 (825)
6d12 (39)*
6d12 (39)
4d12 (26)
Critical
20
20
-20
-20
20
20
19-20
19-20
Range
200
250
100
250
-200
80
240
2000
500
ROF
A
S
Single
S
--*
S
--*
Single
S
S
Capital Weapons
Name
Hyperlaser
Ion Cannon
Laser Cannon
Light Laser Cannon
Particle Cannon
Rail cannon
Antimatter Torpedo
Type
Laser
Electric
Laser
Laser
Particle
Ballistic
Particle
Damage
8d12
3d12*
6d12 (39)
4d12 (26)
12d8 (54)
6d12 (39)*
20d8 (90)
Critical
20
-20
20
20
20
20
Range
750
500
500
200
400
600
5000
ROF
S
Single
S
S
S
Single
Single
Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.
Vehicles
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Vehicles
Youll 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
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 vehicles Hardness, it disables the struck system for 1d4 rounds. If it doubles
the vehicles 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.
Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.
Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.
Vehicles
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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
PAYLOAD
Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.
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, Cornerias 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
MAX POWER
MAX SPEED
STABILIZER
CONTROL ELECTRONICS
ARMAMENT
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Vehicles
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Vehicles
Laser Cannon
T&B-H1 MODEL LASER CANNON
ION CONDENSER
CHAMBER LENS
Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.
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
MAX SPEED
STABILIZER
ARMAMENT
Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.
Vehicles
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Vehicles
Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.
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
ARMOR
ARMAMENT
207 km/h
.65m front/rear
.45m sides
T&B-J2 Laser Cannon
Nova Bomb Launcher, capacity of 9
Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.
Vehicles
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Vehicles
Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.
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
MAX DEPTH
ARMAMENT
116 knots
2000m
T&B-U3 Laser Cannon
Homing Torpedo Launcher
Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.
Vehicles
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Vehicles
Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.
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 recipients 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: 3,500
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: 5,000
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: 5,000
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: 3,500
Nonites
Often used by prison wardens and interrogation officers, these arent often something willingly taken;
Nonites swarm throughout the victims 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.
Cost: 6,500
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.
Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.
Cyberware
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82
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, royaltyfree, 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 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.
Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.
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
Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.
Cyberware
83
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10:42 AM
Fox McCloud
Page 318
______________________________________________
Name
Fast Lv1
Vulpine
Adventurer ______________
Corneria
_____________________________________________
________________
______________
Class and Level
Race
Profession
Homeworld
5'2"
Russet ___________
M
26
Male ____________
Green
126lbs. ___________
__________
__________
__________
__________
___________
Age
Gender
ABILITY NAME
ABILITY
SCORE
STR
Strength
12
DEX
Dexterity
22
TOTAL
+1
+6
AC
Armor Class
19
+1
Intelligence
INT
16
+3
WIS
Wisdom
12
+1
16
+3
CHA
Eyes
HP
Hit Points
12
Charisma
Weight
CON
Constitution
Height
TOUCH
BASE
SAVE
MISC.
MODIFIER
ABILITY
MODIFIER
+0
+0
+1
REFLEX
(dexterity)
+9
+1
+6
WILL
(wisdom)
+1
+0
+1
ACTION POINTS
ALIGNMENT
CG
BASE ATTACK
+0
CREDIT RATING
LIRAS
90
REPUTATION
TOTAL
+1
RANGED
attack bonus
+6
TOTAL
+2
TYPE
60ft.
Plasma
+6
DEX
MODIFIER
MISC
MODIFIER
+1
+0
+0
+6
+0
ATTACK BONUS
DEX
MODIFIER
MISC
MODIFIER
conditional modifiers
SIZE
MODIFIER
STR
MODIFIER
13
SIZE
MODIFIER
MISC
MODIFIER
DAMAGE
CRITICAL
2d4
19-20/x2
NOTES
Semiautomatic Fire
AMMUNITION ___________________________
WEAPON
RANGE
ATTACK BONUS
TYPE
DAMAGE
CRITICAL
NOTES
AMMUNITION ___________________________
WEAPON
RANGE
TYPE
ATTACK BONUS
DAMAGE
CRITICAL
NOTES
AMMUNITION ___________________________
ARMOR
SPEED
WEIGHT
NOTES
MAX DEX
+6
DEX
MODIFIER
+0
SIZE
MODIFIER
+0
NATURAL
ARMOR
SKILLS
SKILL NAME
DAMAGE REDUCTION
DEFLECTION
MODIFIER
KEY
ABILITY
MISC
MODIFIER
MAX RANKS
(CLASS/CROSS-CLASS)
SKILL
MODIFIER
ABILITY
MODIFIER
RANKS
/
MISC
MODIFIER
+0
+7
RANGE
Armor Class
+6
DEFENSE
BONUS
FLAT-FOOTED
MELEE
attack bonus
Blaster
19
+3
+
ARMOR
BONUS
TEMPORARY
MISC.
MODIFIER MODIFIER
FORTITUDE
(constitution)
WEAPON
10 +
TOTAL
TOTAL
SPEED
40 feet
INITIATIVE
Modifier
SAVING THROWS
NONLETHAL
DAMAGE
WOUNDS/CURRENT HP
TOTAL
Armor Class
Fur/Feathers/Skin
CLASS SKILL?
Size
CHECK PENALTY
Appraise
int
dex*
Bluff
cha
Climb
str*
Computer Use
int
Concentration
con
Craft ( _______________) int
Craft ( _______________) int
Demolitions
dex
Diplomacy
cha
Disable Device
int
Disguise
cha*
Drive
dex
dex*
x Escape Artist
Forgery
int
Gather Information
cha
dex*
x Hide
Intimidate
cha
Investigate
cha
str*
x Jump
Knowledge ( ___________) int
Knowledge ( ___________) int
Knowledge ( ___________) int
Listen
wis
dex*
x Move Silently
Navigate
wis
Open lock
dex
Percussion
Perform (______________)
cha
Perform ( ______________) cha
Aircraft
dex
x Pilot (_________________)
_________________) dex
x Pilot (Spacecraft
dex
x Ride
Search
int
Sense Motive
wis
dex*
x Sleight of Hand
Spot
wis
Survival
wis
Swim
str*
Treat Injury
wis
Tumble
dex*
x
Use Rope
dex
______________________
____
______________________
____
Balance
x
______ = ______+______+______
______ = ______+______+______
2
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
2
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
+10 = ______+______+______
6
2
2
______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
+5 = ______+______+______
1
4
______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
2
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
+5 = ______+______+______
3
2
______
______ = ______+______+______
+13 = ______+______+______
6
4
3
______
______
+13 = ______+______+______
6
4
3
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
2
______ = ______+______+______
2
______ = ______+______+______
______ = ______+______+______
+5 = ______+______+______
1
2
2
______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
2
+12 = ______+______+______
6
4
______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
620_17524_001_PHBRev3a.qxk
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10:42 AM
Page 319
FEATS
Campaign
Experience Points
Character Portrait
GEAR
PG.
ITEM
PG.
WT.
<43
44-86
87-130
130
260
650
LIGHT
LOAD
MEDIUM
LOAD
HEAVY
LOAD
LIFT OVER
HEAD
LIFT OFF
GROUND
PUSH OR
DRAG
EQUALS
MAX LOAD
2~
MAX LOAD
5~
MAX LOAD
ALLEGIANCES
WT.
Acrobatic
x Aircraft Operation*
Alertness
Animal Affinity
Archaic Weapons Proficiency
Armor Proficiency (light)
Armor Proficiency (medium)
Armor Proficiency (heavy)
Athletic
Attentive
Blind-Fight
Brawl
Improved Brawl
Knockout Punch
Improved Knockout Punch
Streetfighting
Improved Feint
Builder
Cautious
Combat Expertise
Improved Disarm
Improved Trip
Whirlwind Attack
Combat Martial Arts
Improved Combat Martial Arts
Advanced Combat Martial Arts
Combat Reflexes
Confident
Creative
Deceptive
Defensive Martial Arts
Combat Throw
Improved Combat Throw
Elusive Target
Unbalance Opponent
Dodge
Agile Riposte
Mobility
Spring Attack
Drive-By Attack
Educated*
Endurance
Exotic Weapon Proficiency*
Far Shot
Dead Aim
Focused
Frightful Presence
Gearhead
Great Fortitude
Guide
Heroic Surge
Improved Initiative
Iron Will
Lightning Reflexes
Low Profile
Medical Expert
Meticulous
Nimble
x Starship Operation
Stealthy
Studious
Surgery
Toughness**
Track
Trustworthy
Two-Weapon Fighting
Improved Two-Weapon Fighting
Advanced Two-Weapon Fighting
Vehicle Expert
Force Stop
Vehicle Dodge
Weapon Finesse*
Weapon Focus*
Windfall**
______________________________
______________________________
______________________________
*You can gain this feat multiple times. Its effects do not stack. Each time you take the feat,
**You can gain this feat multiple times. Its effects stack.
TALENTS/ABILITIES
Evasion
TALENT
ABILITY
Friendly Presence
Keen Senses
620_17524_001_PHBRev3a.qxk
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10:42 AM
Falco Lombardi
Page 318
______________________________________________
Name
Adventurer______________
Strong Lv1
Avian
Corneria
_____________________________________________
________________
______________
Class and Level
Race
Profession
Homeworld
5'9"
Blue
M
27
Male ____________
Blue
145lbs. ___________
__________
__________
__________
__________
___________
___________
Age
Gender
ABILITY NAME
ABILITY
SCORE
STR
Strength
18
DEX
Dexterity
18
TOTAL
+4
+4
AC
Armor Class
15
+1
Intelligence
INT
16
+3
WIS
Wisdom
14
+2
12
+1
CHA
Eyes
HP
Hit Points
12
Charisma
Weight
CON
Constitution
Height
TOUCH
15
MISC.
MODIFIER
+2
+1
+1
REFLEX
(dexterity)
+4
+0
+4
WILL
(wisdom)
+2
+0
+2
ACTION POINTS
ALIGNMENT
NG
BASE ATTACK
+0
CREDIT RATING
LIRAS
90
REPUTATION
+5
RANGED
attack bonus
+5
TOTAL
60ft.
Plasma
+4
DEX
MODIFIER
+0
+1
+4
+0
ATTACK BONUS
DEX
MODIFIER
+1
MISC
MODIFIER
MISC
MODIFIER
+4
11
conditional modifiers
SIZE
MODIFIER
MISC
MODIFIER
DAMAGE
CRITICAL
2d4
19-20/x2
NOTES
Semiautomatic Fire
AMMUNITION ___________________________
WEAPON
RANGE
ATTACK BONUS
TYPE
DAMAGE
CRITICAL
NOTES
AMMUNITION ___________________________
WEAPON
RANGE
TYPE
ATTACK BONUS
DAMAGE
CRITICAL
NOTES
AMMUNITION ___________________________
ARMOR
SPEED
WEIGHT
NOTES
MAX DEX
DEFENSE
BONUS
+1
+5
TYPE
SIZE
MODIFIER
STR
MODIFIER
MELEE
attack bonus
RANGE
+4
TEMPORARY
MISC.
MODIFIER MODIFIER
FORTITUDE
(constitution)
Blaster
ARMOR
BONUS
Armor Class
TOTAL
TOTAL
+1
FLAT-FOOTED
SAVING THROWS
WEAPON
10 +
TOTAL
ABILITY
MODIFIER
SPEED
30 feet
INITIATIVE
Modifier
BASE
SAVE
NONLETHAL
DAMAGE
WOUNDS/CURRENT HP
TOTAL
Armor Class
Fur/Feathers/Skin
CHECK PENALTY
+4
DEX
MODIFIER
CLASS SKILL?
Size
+0
SIZE
MODIFIER
+0
NATURAL
ARMOR
SKILLS
SKILL NAME
KEY
ABILITY
Appraise
int
Balance
dex*
Bluff
cha
Climb
str*
x
Computer Use
int
Concentration
con
Craft ( _______________) int
x
Craft ( _______________) int
Demolitions
dex
Diplomacy
cha
Disable Device
int
Disguise
cha*
dex
x Drive
Escape Artist
dex*
Forgery
int
Gather Information
cha
Hide
dex*
Intimidate
cha
Investigate
cha
str*
x Jump
DAMAGE REDUCTION
DEFLECTION
MODIFIER
MISC
MODIFIER
MAX RANKS
(CLASS/CROSS-CLASS)
SKILL
MODIFIER
ABILITY
MODIFIER
RANKS
/
MISC
MODIFIER
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
+6 = ______+______+______
4
2
______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
+11 = ______+______+______
3
4
4
______
______
+11 = ______+______+______
3
4
4
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
2
+6 = ______+______+______
2
2
______
+4 = ______+______+______
2
2
______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
620_17524_001_PHBRev3a.qxk
4/21/03
10:42 AM
Page 319
FEATS
Campaign
Experience Points
Character Portrait
GEAR
PG.
ITEM
PG.
WT.
<100
101-200
200-300
300
600
1500
LIGHT
LOAD
MEDIUM
LOAD
HEAVY
LOAD
LIFT OVER
HEAD
LIFT OFF
GROUND
PUSH OR
DRAG
EQUALS
MAX LOAD
2~
MAX LOAD
5~
MAX LOAD
ALLEGIANCES
WT.
Acrobatic
Aircraft Operation*
Alertness
Animal Affinity
x Brawl
Improved Brawl
Knockout Punch
Improved Knockout Punch
Streetfighting
Improved Feint
Builder
Cautious
Combat Expertise
Improved Disarm
Improved Trip
Whirlwind Attack
Combat Martial Arts
Improved Combat Martial Arts
Advanced Combat Martial Arts
Combat Reflexes
Confident
Creative
Deceptive
Defensive Martial Arts
Combat Throw
Improved Combat Throw
Elusive Target
Unbalance Opponent
Dodge
Agile Riposte
Mobility
Spring Attack
Drive-By Attack
Educated*
Endurance
Exotic Weapon Proficiency*
Far Shot
Dead Aim
Focused
Frightful Presence
Gearhead
Great Fortitude
Guide
Heroic Surge
Improved Initiative
Iron Will
Lightning Reflexes
Low Profile
Medical Expert
Meticulous
Nimble
x Starship Operation
Stealthy
Studious
Surgery
Toughness**
Track
Trustworthy
Two-Weapon Fighting
Improved Two-Weapon Fighting
Advanced Two-Weapon Fighting
Vehicle Expert
Force Stop
Vehicle Dodge
Weapon Finesse*
Weapon Focus*
Windfall**
______________________________
______________________________
______________________________
*You can gain this feat multiple times. Its effects do not stack. Each time you take the feat,
**You can gain this feat multiple times. Its effects stack.
TALENTS/ABILITIES
TALENT
Ignore Hardness
ABILITY
Keen Vision
Natural Flyer
Squawk
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10:42 AM
Bill Grey
Page 318
______________________________________________
Name
Military
Tough Lv1
Canine
Corneria
_____________________________________________
________________
______________
______________
Class and Level
Race
Profession
Homeworld
6'0"
Grey
M
26
Male ____________
White
Blue
192lbs. ___________
__________
__________
__________
__________
___________
___________
Age
Gender
ABILITY NAME
ABILITY
SCORE
STR
Strength
16
DEX
Dexterity
16
TOTAL
+3
14
+3
AC
Armor Class
14
+4
Intelligence
INT
14
+2
WIS
Wisdom
14
+2
12
+1
CHA
Eyes
HP
Hit Points
18
Charisma
Weight
CON
Constitution
Height
TOUCH
14
MISC.
MODIFIER
TEMPORARY
MISC.
MODIFIER MODIFIER
+5
+1
+4
REFLEX
(dexterity)
+3
+0
+3
WILL
(wisdom)
+2
+0
+2
ACTION POINTS
ALIGNMENT
NG
BASE ATTACK
+0
CREDIT RATING
LIRAS
90
REPUTATION
TOTAL
+3
RANGED
attack bonus
+3
TOTAL
90ft.
Laser
+3
DEX
MODIFIER
+3
+0
+0
+3
+0
ATTACK BONUS
DEX
MODIFIER
DAMAGE
+4
2d6
+1
MISC
MODIFIER
MISC
MODIFIER
+0
BASE ATTACK BONUS
11
conditional modifiers
SIZE
MODIFIER
STR
MODIFIER
MELEE
attack bonus
TYPE
+4
SIZE
MODIFIER
MISC
MODIFIER
CRITICAL
20/x2
NOTES
Semiautomatic Fire
16
AMMUNITION ___________________________
WEAPON
RANGE
ATTACK BONUS
TYPE
DAMAGE
CRITICAL
NOTES
AMMUNITION ___________________________
WEAPON
RANGE
TYPE
ATTACK BONUS
DAMAGE
CRITICAL
NOTES
AMMUNITION ___________________________
ARMOR
SPEED
WEIGHT
NOTES
MAX DEX
DEFENSE
BONUS
Armor Class
FORTITUDE
(constitution)
RANGE
ARMOR
BONUS
TOTAL
ABILITY
MODIFIER
+1
FLAT-FOOTED
TOTAL
Laser Pistol
10 +
INITIATIVE
Modifier
BASE
SAVE
NONLETHAL
DAMAGE
WOUNDS/CURRENT HP
TOTAL
Armor Class
Skin
SPEED
30 feet
SAVING THROWS
WEAPON
Fur/Feathers
CHECK PENALTY
+3
DEX
MODIFIER
CLASS SKILL?
Size
+0
SIZE
MODIFIER
+0
NATURAL
ARMOR
SKILLS
SKILL NAME
KEY
ABILITY
Appraise
int
Balance
dex*
Bluff
cha
Climb
str*
x
Computer Use
int
Concentration
con
x
Craft ( _______________) int
Craft ( _______________) int
Demolitions
dex
Diplomacy
cha
Disable Device
int
Disguise
cha*
dex
x Drive
Escape Artist
dex*
Forgery
int
Gather Information
cha
Hide
dex*
cha
x Intimidate
Investigate
cha
Jump
str*
Knowledge ( ___________) int
Knowledge ( ___________) int
Knowledge ( ___________) int
Listen
wis
Move Silently
dex*
Navigate
wis
Open lock
dex
Perform (______________) cha
Perform ( ______________) cha
Aircraft
dex
x Pilot (_________________)
_________________) dex
x Pilot (Spacecraft
dex
x Ride
Search
int
Sense Motive
wis
Sleight of Hand
dex*
Spot
wis
x
Survival
wis
x
Swim
str*
x
Treat Injury
wis
Tumble
dex*
Use Rope
dex
______________________
____
______________________
____
DAMAGE REDUCTION
DEFLECTION
MODIFIER
MISC
MODIFIER
MAX RANKS
(CLASS/CROSS-CLASS)
SKILL
MODIFIER
ABILITY
MODIFIER
RANKS
/
MISC
MODIFIER
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
+8 = ______+______+______
4
4
______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
+7 = ______+______+______
3
4
______
______
+7 = ______+______+______
3
4
______ = ______+______+______
______ = ______+______+______
+3 = ______+______+______
2
1
______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
+4 = ______+______+______
2
2
______
+6 = ______+______+______
2
4
______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
620_17524_001_PHBRev3a.qxk
4/21/03
10:42 AM
Page 319
FEATS
Campaign
Experience Points
Character Portrait
GEAR
PG.
ITEM
PG.
WT.
<76
77-153 154-230
LIGHT
LOAD
MEDIUM
LOAD
HEAVY
LOAD
230
460
1150
LIFT OVER
HEAD
LIFT OFF
GROUND
PUSH OR
DRAG
EQUALS
MAX LOAD
2~
MAX LOAD
5~
MAX LOAD
ALLEGIANCES
WT.
Acrobatic
x Aircraft Operation*
Alertness
Animal Affinity
Archaic Weapons Proficiency
Armor Proficiency (light)
Armor Proficiency (medium)
Armor Proficiency (heavy)
Athletic
Attentive
Blind-Fight
Brawl
Improved Brawl
Knockout Punch
Improved Knockout Punch
Streetfighting
Improved Feint
Builder
Cautious
Combat Expertise
Improved Disarm
Improved Trip
Whirlwind Attack
Combat Martial Arts
Improved Combat Martial Arts
Advanced Combat Martial Arts
Combat Reflexes
Confident
Creative
Deceptive
Defensive Martial Arts
Combat Throw
Improved Combat Throw
Elusive Target
Unbalance Opponent
Dodge
Agile Riposte
Mobility
Spring Attack
Drive-By Attack
Educated*
Endurance
Exotic Weapon Proficiency*
Far Shot
Dead Aim
Focused
Frightful Presence
Gearhead
Great Fortitude
Guide
Heroic Surge
Improved Initiative
Iron Will
Lightning Reflexes
Low Profile
Medical Expert
Meticulous
Nimble
x Starship Operation
Stealthy
Studious
Surgery
Toughness**
Track
Trustworthy
Two-Weapon Fighting
Improved Two-Weapon Fighting
Advanced Two-Weapon Fighting
Vehicle Expert
Force Stop
Vehicle Dodge
Weapon Finesse*
Weapon Focus*
Windfall**
______________________________
______________________________
______________________________
*You can gain this feat multiple times. Its effects do not stack. Each time you take the feat,
**You can gain this feat multiple times. Its effects stack.
TALENTS/ABILITIES
TALENT
Cold Resistance
Bark
Command
Courage
ABILITY
620_17524_001_PHBRev3a.qxk
4/21/03
10:42 AM
Krystal
Page 318
______________________________________________
Name
Adventurer______________
Charismatic Lv2
Cerinian
Cerinia
_____________________________________________
________________
______________
Class and Level
Race
Profession
Homeworld
5'2"
Blue
M
19
Female ____________
102lbs. ___________
Blue
__________
__________
__________
__________
___________
___________
Age
Gender
ABILITY NAME
ABILITY
SCORE
STR
Strength
10
DEX
Dexterity
18
TOTAL
+0
+4
AC
Armor Class
16
-1
Intelligence
INT
16
+3
WIS
Wisdom
16
+2
22
+6
CHA
Eyes
HP
Hit Points
Charisma
Weight
CON
Constitution
Height
TOUCH
BASE
SAVE
MISC.
MODIFIER
ABILITY
MODIFIER
+1
+2
-1
REFLEX
(dexterity)
+8
+2
+4
WILL
(wisdom)
+2
+0
+2
ACTION POINTS
ALIGNMENT
LG
BASE ATTACK
+0
CREDIT RATING
LIRAS
90
REPUTATION
TOTAL
+1
RANGED
attack bonus
+5
TOTAL
TYPE
--
Blud/Pierce
+2
+4
DEX
MODIFIER
MISC
MODIFIER
+0
+0
+1
+4
+0
DEX
MODIFIER
SIZE
MODIFIER
DAMAGE
+6/+6 | +5
MISC
MODIFIER
conditional modifiers
+1
BASE ATTACK BONUS
12
1d6 | 1d8
MISC
MODIFIER
CRITICAL
20/x2
NOTES
AMMUNITION ___________________________
WEAPON
RANGE
ATTACK BONUS
TYPE
DAMAGE
CRITICAL
NOTES
AMMUNITION ___________________________
WEAPON
RANGE
ATTACK BONUS
TYPE
DAMAGE
CRITICAL
NOTES
AMMUNITION ___________________________
ARMOR
Ceremonial Armor
SPEED
WEIGHT
40
4 lbs.
MAX DEX
CHECK PENALTY
+1 / Light
+8
-0
NOTES
+4
DEX
MODIFIER
+0
SIZE
MODIFIER
+0
NATURAL
ARMOR
SKILLS
SKILL NAME
DAMAGE REDUCTION
DEFLECTION
MODIFIER
KEY
ABILITY
MISC
MODIFIER
MAX RANKS
(CLASS/CROSS-CLASS)
SKILL
MODIFIER
ABILITY
MODIFIER
RANKS
/
MISC
MODIFIER
SIZE
MODIFIER
STR
MODIFIER
ATTACK BONUS
Cerinian Staff
Armor Class
+4
DEFENSE
BONUS
FLAT-FOOTED
MELEE
attack bonus
RANGE
15
+1
ARMOR
BONUS
TEMPORARY
MISC.
MODIFIER MODIFIER
FORTITUDE
(constitution)
WEAPON
10 + +1
TOTAL
TOTAL
SPEED
40 feet
INITIATIVE
Modifier
SAVING THROWS
NONLETHAL
DAMAGE
WOUNDS/CURRENT HP
TOTAL
Armor Class
Fur/Feathers/Skin
CLASS SKILL?
Size
Appraise
int
Balance
dex*
Bluff
cha
x
Climb
str*
Computer Use
int
Concentration
con
Craft ( _______________) int
Craft ( _______________) int
Demolitions
dex
Diplomacy
cha
x
Disable Device
int
cha*
x Disguise
Drive
dex
Escape Artist
dex*
Forgery
int
str*
x Jump
str*
x Swim
Treat Injury
wis
Tumble
dex*
Use Rope
dex
______________________
____
______________________
____
______ = ______+______+______
+6 = ______+______+______
2
______
4
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
2
6
+12 = ______+______+______
4
______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
2
______ = ______+______+______
______ = ______+______+______
+8 = ______+______+______
2
6
______
+6 = ______+______+______
0
6
______
2
______ = ______+______+______
2
______ = ______+______+______
2
______ = ______+______+______
3
+7 = ______+______+______
______
2
2
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
2
______ = ______+______+______
2
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
2
+5 = ______+______+______
______
3
______ = ______+______+______
+8 = ______+______+______
2
______
3
3
______ = ______+______+______
______ = ______+______+______
2
2
+4 = ______+______+______
3
______
______ = ______+______+______
+4 = ______+______+______
0
6 -2
______
______ = ______+______+______
2
+8 = ______+______+______
4
2
______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
620_17524_001_PHBRev3a.qxk
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10:42 AM
Page 319
FEATS
Campaign
Experience Points
Character Portrait
GEAR
PG.
ITEM
PG.
WT.
<38
39-76
77-115
115
330
575
LIGHT
LOAD
MEDIUM
LOAD
HEAVY
LOAD
LIFT OVER
HEAD
LIFT OFF
GROUND
PUSH OR
DRAG
EQUALS
MAX LOAD
2~
MAX LOAD
5~
MAX LOAD
ALLEGIANCES
WT.
Acrobatic
Aircraft Operation*
Alertness
Animal Affinity
Combat Throw
Improved Combat Throw
Elusive Target
Unbalance Opponent
x Dodge
x Agile Riposte
Mobility
Spring Attack
Drive-By Attack
Educated*
Endurance
Exotic Weapon Proficiency*
Far Shot
Dead Aim
Focused
Frightful Presence
Gearhead
Great Fortitude
Guide
Heroic Surge
Improved Initiative
Iron Will
Lightning Reflexes
Low Profile
Medical Expert
Meticulous
Nimble
x Weapon Finesse*
Weapon Focus*
Windfall**
______________________________
______________________________
______________________________
*You can gain this feat multiple times. Its effects do not stack. Each time you take the feat,
**You can gain this feat multiple times. Its effects stack.
TALENTS/ABILITIES
TALENT
Charm (males)
Attractive
Educated
Keen Senses
Versatile
ABILITY
620_17524_001_PHBRev3a.qxk
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_____________________________________________ ______________________________________________
Character Name
Player Name
Race
Profession
Homeworld
Age
ABILITY NAME
Gender
ABILITY
SCORE
Height
Weight
Eyes
TOTAL
STR
Strength
HP
Hit Points
DEX
Armor Class
AC
Dexterity
NONLETHAL
DAMAGE
WOUNDS/CURRENT HP
10 +
+
ARMOR
BONUS
TOTAL
CON
Fur/Feathers/Skin
SHIELD
BONUS
+
DEX
MODIFIER
SIZE
MODIFIER
SPEED
+
NATURAL
ARMOR
DAMAGE REDUCTION
DEFLECTION
MODIFIER
MISC
MODIFIER
INT
Intelligence
WIS
Wisdom
TOUCH
FLAT-FOOTED
Armor Class
Armor Class
INITIATIVE
Modifier
CHA
=
TOTAL
Charisma
SAVING THROWS
BASE
SAVE
TOTAL
MISC.
MODIFIER
ABILITY
MODIFIER
TEMPORARY
MISC.
MODIFIER MODIFIER
FORTITUDE
(constitution)
REFLEX
(dexterity)
WILL
(wisdom)
CLASS SKILL?
Constitution
DEX
MODIFIER
MISC
MODIFIER
conditional modifiers
ALIGNMENT
BASE ATTACK
CREDIT RATING
LIRAS
REPUTATION
TOTAL
MISC
MODIFIER
SIZE
MODIFIER
STR
MODIFIER
MELEE
attack bonus
RANGED
attack bonus
TOTAL
WEAPON
ATTACK BONUS
DEX
MODIFIER
DAMAGE
SIZE
MODIFIER
MISC
MODIFIER
CRITICAL
RANGE
TYPE
NOTES
AMMUNITION ___________________________
WEAPON
ATTACK BONUS
DAMAGE
CRITICAL
RANGE
TYPE
NOTES
AMMUNITION ___________________________
WEAPON
ATTACK BONUS
DAMAGE
CRITICAL
RANGE
TYPE
NOTES
AMMUNITION ___________________________
ARMOR
MAX DEX
CHECK PENALTY
SPEED
WEIGHT
NOTES
SKILL NAME
KEY
ABILITY
MAX RANKS
(CLASS/CROSS-CLASS)
SKILL
MODIFIER
ABILITY
MODIFIER
RANKS
/
MISC
MODIFIER
ACTION POINTS
SKILLS
Appraise
int
Balance
dex*
Bluff
cha
Climb
str*
Computer Use
int
Concentration
con
Craft ( _______________) int
Craft ( _______________) int
Demolitions
dex
Diplomacy
cha
Disable Device
int
Disguise
cha*
Drive
dex
Escape Artist
dex*
Forgery
int
Gather Information
cha
Hide
dex*
Intimidate
cha
Investigate
cha
Jump
str*
Knowledge ( ___________) int
Knowledge ( ___________) int
Knowledge ( ___________) int
Listen
wis
Move Silently
dex*
Navigate
wis
Open lock
dex
Perform (______________) cha
Perform ( ______________) cha
Pilot (_________________) dex
Pilot ( _________________) dex
Profession ( ___________) wis
Profession ( ___________) wis
Repair
int
Research
int
Ride
dex
Search
int
Sense Motive
wis
Sleight of Hand
dex*
Spot
wis
Survival
wis
Swim
str*
Treat Injury
wis
Tumble
dex*
Use Rope
dex
______________________ ____
______________________ ____
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
620_17524_001_PHBRev3a.qxk
4/21/03
10:42 AM
Page 319
FEATS
Campaign
Experience Points
Character Portrait
GEAR
PG.
ITEM
PG.
WT.
WT.
Acrobatic
Aircraft Operation*
Alertness
Animal Affinity
Guide
Heroic Surge
Improved Initiative
Iron Will
Lightning Reflexes
Low Profile
Medical Expert
Meticulous
Nimble
Quick Reload
Renown
Run
Starship Operation
Stealthy
Studious
Surgery
Toughness**
Track
Trustworthy
Two-Weapon Fighting
Weapon Focus*
Windfall**
______________________________
______________________________
______________________________
*You can gain this feat multiple times. Its effects do not stack. Each time you take the feat,
**You can gain this feat multiple times. Its effects stack.
TALENTS/ABILITIES
LIGHT
LOAD
MEDIUM
LOAD
HEAVY
LOAD
LIFT OVER
HEAD
LIFT OFF
GROUND
PUSH OR
DRAG
EQUALS
MAX LOAD
2~
MAX LOAD
5~
MAX LOAD
ALLEGIANCES
TALENT
ABILITY