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Lylat

Ian Galvin & Adam Shands


The d20 Modern system, logo, and all core materials are 2000, Wizards of the Coast, Inc.
0
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.

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

Rulebook Design Team


Ian Galvin, Adam Shands

Cover Design

Fan Fiction

Ian Galvin

Destructor - Phoenix from the Ashes


Falkner McLeod - Eagle Rising
Unryu - Trial by Fire

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

Based on the Video Game Series by

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 3: Equipment ................................................................................................................... 37


Weapons ........................................................................................................................................................ 37
Armor .............................................................................................................................................................. 48
Pressure Suits ............................................................................................................................................... 50
General Equipment ....................................................................................................................................... 52

Chapter 4: Locations ..................................................................................................................... 55


The Lylat System .......................................................................................................................................... 55
Papetoon..................................................................................................................................................................... 55
Titania .......................................................................................................................................................................... 55
Katina .......................................................................................................................................................................... 56
Venom ......................................................................................................................................................................... 56
Macbeth ...................................................................................................................................................................... 56
Corneria ...................................................................................................................................................................... 57
Zoness......................................................................................................................................................................... 57
Aquas .......................................................................................................................................................................... 58
Fortuna ........................................................................................................................................................................ 58

Other Locations ............................................................................................................................................. 59

Chapter 5: Vehicles ........................................................................................................................ 61


Classifications ................................................................................................................................................ 62
Descriptions ................................................................................................................................................... 65
Starship Weapons......................................................................................................................................... 69
Schematics .................................................................................................................................................... 72
AF-2G Pegasus SE ................................................................................................................................................... 72
Arwing MkI .................................................................................................................................................................. 73
Arwing MkIII ................................................................................................................................................................ 75
Landmaster................................................................................................................................................................. 77
Blue-Marine ................................................................................................................................................................ 79

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.

What You Need to Play


This product requires the use of the d20 Modern Roleplaying Game and d20 Future to play, uses the d20
Modern rules for character creation and advancement, combat, and monster design, and uses the d20 Future
rules for starships, combat, cybernetics, and other futuristic elements. All PL6 weapons, items, vehicles,
starships, and other material in d20 Future are compatible with this setting. In addition, you will need many
dice of various types: one four-sided, four six-sided, one eight-sided, two ten-sided, one twelve-sided, and one
twenty-sided. Additional dice may be needed as circumstances dictate, but this is the bare minimum required to
play a campaign. Some scratch paper and pencils will also be useful for notes, mapmaking, and other uses as
the game unfolds, but are not required.

What is d20 Lylat?


This book is a Progress Level 6 campaign setting for use with the d20 Future add-on for the d20 Modern
Roleplaying Game. It gives the basic rules and information necessary to create a campaign in the fictional
world of Starfox, using the rules of the d20 Modern Roleplaying Game and additional rules and materials
presented in d20 Future.

The Setting
The star system, Lylat, is 40 light-years from Earth, and has no contact with humans. The timeframe is
somewhere around 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

-2 Str, -4 Con , +4 Int, +2 Wis. Avians are


smart, but fragile.

Medium-size.

Base speed is 30 feet.

Keen Vision: Avians receive a +2 Racial


Modifier to Spot checks.

Natural Flyers: Avians receive a +4 Racial


Modifier to Pilot checks.

Squawk: Avians have the ability to let out a


high-pitched cry as a full action, deafening all
within hearing range for 1d4 rounds.
Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.

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

+4 Con, -4 Int, +2 Wis, -2 Cha. Canines are


tough, but a bit careless.

Medium-size.

Base speed is 30 feet.

Bark: Canines can communicate simple


ideas to each other by a series of barks that is
incomprehensible to members of other races.

Command: Canines receive a +1 Racial


Modifier to Initiative rolls and rolls involving
leadership.

Courage: Canines receive a +2 Racial


Modifier to checks against fear or panic.

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.

+2 Str, -2 Dex, +4 Int, -4 Wis. Delphines are


brilliant, but foolhardy.

Medium-size

Base speed is 30.

Aquatic: Delphines receive a + 2 Racial


Modifier on Swim Checks.

Dolphinspeak: Delphines can communicate


complex ideas at ultrasonic frequency which is
inaudible to other races. Comm channels cannot
carry this signal due to transducer limits.

Echolocation: Delphines have Blindsight for


60ft. in air or water.

Hold Breath: Delphines can hold their breath


for a number of minutes equal to their CON score.

Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.

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

+2 Dex, -2 Con, -4 Int, +4 Cha. Felines are


fragile and nave.

Medium-size.

Base speed is 30 feet.

Retractable Claws: Felines have claws that


deal 1d4 lethal damage with an unarmed strike, but
may choose to deal normal damage instead.

Acute Senses: Felines receive a +2 Racial


Modifier to all Listen, Search, and Spot checks.

Long Tail: Felines receive a +2 Racial


Modifier to Balance checks.

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

-4 Str, -2 Con, +4 Wis, +2 Cha. Ferrets are


wise and charismatic.

Medium-size.

Base speed is 40 feet.

Dark Fur: Ferrets gain a +2 Racial Modifier


to Hide checks.

Emotionless Stare: Ferrets receive a +4


Racial Modifier to Bluff checks, and to all checks
against Sense Motive.

Piercing Gaze: Ferrets receive a +2 Racial


Modifier to Sense Motive checks.

Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.

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.

-4 Dex, -2 Con, +2 Int, +4 Wis. Hares are


scientists, not athletes.

Medium-size.

Base speed is 20 feet.

Educated:
Hares receive a +2 Racial
Modifier to all Knowledge checks.

Intuition: Hares have an innate ability to


sense things, often alerting them to dangers
ahead. This ability works at GM discretion.

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

-2 Dex, +4 Con, +2 Wis, -4 Cha. Toads are


often named Slippy,
stoic, but slow and socially inept.
Newt,
or
Wart;

Small-size.
Females are usually

Base speed is 20 feet.


some
form
of

Small: Toads receive a +2 Racial Modifier


to Hide checks.
Croakella, Betty, or

Clumsy:
Toads receive a 2 Racial
Lily. Family names
Modifier to Balance checks.
are
even
more

Croak: Toads can emit a low-frequency


unimaginative: Toad,
croaking sound that interferes with comm signals
in a 30-foot radius. This can also be used to call
Frog, Croakson, and
out to other Toads within this radius.
McRibbit.

Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.

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

+4 Dex, -4 Con, -2 Wis, +2 Cha. Vulpines


Homeworld
are nimble, but weak.
Vulpines live

Medium-size.
on Corneria and

Base speed is 40 feet.


Papetoon. They

Friendly Presence: Vulpines receive a +2


Racial Modifier to Bluff, Diplomacy, and Sense
prefer
slightly
Motive checks.
warmer climates

Keen Senses: Vulpines have unusually


and love water,
sharp senses, allowing them to react quicker than
so some families
other races. This gives them a +2 Racial Modifier
to Reflex saves and Listen, Pilot, Search, Spot, and
move to Zoness
Tumble checks.
or Macbeth.

Ursine Racial Traits

+4 Str, -4 Dex, +2 Con, -2 Int. Ursines are


very strong, but clumsy and a little slow.

Large-size.

Base speed is 35 feet.

Large: Ursines receive a 4 Size Penalty on


Hide checks. They also get a 1 on attack rolls
and AC.

Bad Eyesight: Ursines receive a 2 Racial


Modifier on Spot checks.

Claws: Ursines may choose to deal lethal


damage with unarmed strikes. This ability may
not be used when claws are obstructed by Mech
suits, gloves, or other armor.

Thick Fur: Ursines receive a +2 Racial


Modifier on save throws vs. cold, and +2 Natural
AC.

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.

Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.

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

+4 Str, -4 Dex, +2 Con, -2 Cha. Badgers


are tough and gruff.

Dauntless: Badgers receive a +4 Racial


Modifier to all checks against fear.

Long Claws: Badgers may choose to deal


lethal damage with unarmed strikes, and deal an
additional 2 points of damage when doing so. This
ability may not be used when claws are obstructed
by Mech suits, gloves, or other armor.

Survivalist: Badgers receive a +2 Racial


Modifier to Hide, Navigate, Survival, and Treat
Injury checks.

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

+4 Str, +2 Int, +2 Wis, -4 Cha. Beavers are


smart and good workers, but very professional.

Beaver Tail: Beavers can use their tails as


paddles, granting a +2 Racial Modifier to Swim
checks. It can also be used as an audible signal
(see above), which can be heard within a mile.

Slick Fur: Beavers have an underwater base


speed of 50 feet, and may ignore 5 pounds of gear
when applying penalties to Swim checks.

Work Ethic: Beavers receive a +4 Racial


Modifier to Concentration checks.

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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

+2 Str, +4 Dex, -4 Con, -2 Cha. Cheetahs


are fast, but frail.

Base Speed is 60 feet.

Camouflage: Cheetahs receive a +4 Racial


Modifier to Hide checks in tall grass or bushes.

Hunter: Cheetahs gain a +2 Racial Modifier


to Reflex saves and Tumble checks.

Perfectionist: Cheetahs receive a +2 Racial


Modifier to Decipher Script, Forgery, Investigate,
Knowledge, and Research checks.

Equine

Cerinian Racial Traits

-4 Str, +2 Dex, -4 Con, +2 Int, +4 Cha.


Cerinians are smart and beautiful, but frail.

Attractive: Cerinians receive a +2 Racial


Modifier to all Diplomacy and Gather Information
checks.

Educated: Cerinians receive a +2 Racial


Modifier to all Knowledge checks.

Keen Senses: Vulpines have unusually


sharp senses, allowing them to react quicker than
other races. This gives them a +2 Racial Modifier
to Reflex saves and Listen, Search, Spot, and
Tumble checks.

Versatile: Cerinians receive an extra feat at


1st level.

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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

Variant: Hooved Races


Certain races are related to hooved
animals (A complete list can be found at
the end of the chapter). Some players may
want their character to retain hooves on
both feet, or even both hands (though this
puts them at a distinct disadvantage) you
may even want to considering making it
the norm for your campaign. All creatures
with hooved feet gain the following trait:

Hooved Feet: Suffer a 2 Racial


Modifier on all Balance, Climb, Move
Silently, and Swim checks.
Those with hooved hands as well also gain
the following trait:

Hooved Hands: Suffer a 2 Racial


Modifier on all Computer Use, Craft,
Disable Device, Escape Artist, Forgery,
Open Lock, Repair, Search, and Use Rope
checks.

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work out to exercise this physique. Their fur


comes in almost any shade of brown, black, white,
grey, and multiple combinations of the above.
Their eyes are larger than most other races, and are
usually some shade of blue or brown.
Relations
Equines rarely befriend members of other
races, and friendships among themselves tend to be
rather loose. They form the sort of friendship that
last many long years, but not the sort that you
would visit every weekend or invite to your family
reunion. Their families tend to be the same way,
with children and parents being rather detached
from each other.
Alignment
Equines are unpredictable. Whom an Equine
will aid is really determined by the individual, and
cannot be accurately predicted.
Equine Racial Traits

+4 Str, +2 Con, -2 Int, -4 Wis. Equines are


strong and sturdy, but arrogant.

Base Speed is 45 feet.

Bodybuilder: Equines receive a +2 Racial


Modifier to FORT saves, and begin the game with
2 additional hit points.

Lupines tend to follow the rules on the surface,


but behave adversely behind the scenes. They have
rather sadistic tendencies, such as pyromania, and
rarely aid others without a catch.
Homeworld
Lupines have always inhabited Macbeth,
where the Cornerians exiled them for their
destructive tendencies.
Names
Lupine names almost all have ties to their race,
an attribute stemming from their strong pack
mentality. Some common male names are Wolf,
Fenris, and Rufus. Females are often named
Umber, Mira, or Lupin. Family names are many
Lupine Racial Traits

+2 Str, +4 Dex, -2 Con, -4 Cha. Lupines are


much like a stronger, less friendly Vulpine.

Fearless: Lupines receive a +2 Racial


Modifier to all checks against fear.

Pack Mentality: When alone, Lupines gain


a +1 bonus to all STR, DEX, and CON based rolls.
This comes at the cost, however, of a 1 penalty to
all INT, WIS, and CHA based rolls.

and varied, often stemming from Human names


forgotten long ago.

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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when a conflict arises, they side with whomever


they feel like at that moment. They never swear
allegiance, and rarely do favors (though they are
glad to accept them).
Mouse Racial Traits

+4 Dex, -2 Wis, -2 Cha. Mice are quick and


nimble, but oblivious.

Sharp Teeth: Mice may choose to bite


while grappling, and their bite deals 2d3 points of
piercing damage. Treat this attack as an Unarmed
Strike.

Stomach of Steel: Mice receive a +4 Racial


Modifier to all FORT saves vs. ingested poisons.

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

+2 Str, +4 Dex, -2 Con, -4 Wis. Otters are


lithe and strong, but dont know when to stop
playing around.

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.

Flirtatious: Otters receive a +2 Racial


Modifier on Bluff, Diplomacy, and Gather
Information checks vs. beings of the opposite sex.
This ability has no effect on genderless beings
such as computers or androids, unless they are
programmed with gender identity.

Slick Fur: Otters have an underwater base


speed of 50 feet, and may ignore 5 pounds of gear
when applying penalties to Swim 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

+2 Dex, -2 Con, -2 Wis, +2 Cha. Raccoons


are curious and friendly, but sometimes their lack
of restraint gets the better of them.

Curiosity: Raccoons receive a +2 Racial


Modifier to Search, Spot, and Use Rope checks,
and may begin play with one additional feat from
the following list: Builder, Gearhead, Meticulous,
or Studious.

Dexterous: Raccoons receive a +2 Racial


Modifier to Climb, Craft, and Search checks.

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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

Gift of Gab: Squirrels receive a +2 Racial


Modifier to Bluff and Diplomacy checks.

Gossip: Squirrels suffer a 2 Racial Penalty


to rolls involving keeping a secret or withholding
information. Also, other creatures gain a +2
Conditional Modifier to Sense Motive checks
against Squirrels.

Maze Lover: Rats receive a +2 Racial


Modifier to Navigate checks.

Puzzler:
For skill checks requiring
Dexterity, Rats may choose to add their Wisdom
Modifier instead.

Stylish: Rats always have professional


apparel granting a +2 Racial Bonus to Bluff,
Diplomacy, and Disguise checks.

Variant: Interracial Marriage


Though few campaigns involve marriage or even romance, many people feel the dynamics of Lylatian reproduction need to be laid out. Though the final
mechanic is fully up to the GM (hopefully after consulting players) several quick solutions follow.

The children, regardless of gender, are consistently the same race as one of the parents, though minor characteristics such as eye or fur color may be inherited
from both. For example: Falco, an Avian, marries Katt, a Feline. Their children are all Felines, but some have blue fur. This approach is useful when the
marriage is between a PC and an NPC, and the player wants the children to take after their character.

All children take after the parent of similar gender. For example, Bill, a Canine, marries Fara, a Fennec. Their sons would all be Canines, and their daughters
Fennecs. This is the most popular approach, and works well for marriages between two players.

The children are crossbreeds, mixing all characteristics of the two parent races. The mix is usually 50/50, so die rolls could be involved when determining
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

Break Chance (d%)


01-25
01-50
01-75
01-25
01-50
01-25
01-50
01-75

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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

Break Chance (d%)


01-25
01-50
01-75
01-25
01-50
01-75

Build Avionics: This feature works just like the Build Weapons Feature, and is gained at 8th level. The
rules are just the same as above.
Craft Design Genius: The Engineer can build vehicles from scratch, at 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.

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The Sleeper Agent

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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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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Chapter 2: Campaigns
Having trouble coming up with that gripping plotline? Here is a list of helpful starter ideas, as well as some
tips on how to run a successful campaign that keeps the players coming.

Any Port in a Storm


The PCs are seeking shelter from the elements
or some other threat, and come across a place to
hole up. They find that they have stumbled across
something dangerous, secret, or supernatural, and
must then deal with it in order to enjoy a little rest.
Common Twists & Themes: The shelter
contains the cause of the threat the PCs were trying
to avoid. The shelter houses a Hidden Base (q.v.).
The PCs must not only struggle for shelter, they
must struggle to survive. The place is a legitimate
shelter of some kind, but the PCs are not welcome,
and must win hearts or minds to earn their bed for
the night.

Better Late Than Never


Some bad guys have arrived and done some
bad guy things. The PCs were none the wiser. The
bad guys have now made good their escape, and
the PCs have caught wind of it in time to chase
them down before they make it back to their lair,
their home nation, behind enemy lines, etc.
Common Twists & Themes: The bad guys
escaped by stealing a conveyance that the PCs
know better than they do. The bad guys duck
down a metaphorical (or literal) side-road, trying to
hide or blend into an environment (often one
hostile to the PCs). If the bad guys cross the
adventure's "finish line" (cross the county line,
make the warp jump, etc.) there's no way to pursue
them beyond it.

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.

Common Twists & Themes: The adventure


hook involves the PCs doing the villain a good
turn, which allows him to take advantage of them
(very cynical!). To succeed, the PCs must contact
other folks that are also being used. The PCs aren't
the victims at all, but somebody they care about/are
charged to protect, is.

Breaking and Entering


Mission objective: Enter the dangerous place,
and retrieve the vital dingus or valuable person.
Overcome the area's defenses to do so.
Common Twists & Themes: The goal is not
to extract a thing, but to destroy a thing or interfere
with a process (kill the force-screen generator,
assassinate the evil king, stop the spell from being
cast, wreck the invasion plans, close the portal).
The goal has moved. The goal is information,
which must be broadcast or otherwise released
from the area as soon as it is found. The job must
be done without alerting anyone. The PCs don't
know the place is dangerous. The PCs must
replace the thing with another thing.

Capture the Flag


The PCs must secure a military target for the
good guys. There are bad guys there that prefer not
to be secured. The fundamental tactical scenario.
Common Twists & Themes: The PCs must
assemble and/or train a force to do the job with
them.
The PCs are working with flawed
intelligence and the target zone isn't as described.
The PCs must coordinate their own efforts with an
ally group (possibly putting aside rivalries to do
so). The target zone includes a population of
innocent people, fragile goods, or some other
precious thing that mustn't be harmed in the
crossfire.

Clearing The Hex


There is a place where bad things live. The
PCs must make it safe for nice people,
systematically clearing it of danger.

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Common Twists & Themes: The bad things


can't be beaten with direct conflict. The PCs must
learn more about them to solve the problem. The
Haunted House. The Alien Infestation. The Wild
Forest.

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.

Don't Eat The Purple Ones


The PCs are stranded in a strange place, and
must survive by finding food and shelter, and then
worry about getting back home.
Common Twists & Themes: The PCs must
survive only for a short period of time, until help
arrives, the ship and/or radio is repaired, or some
such thing (in "repair" scenarios, sometimes the
PCs must discover some fact about the local
environment that will make such repairs possible).

Elementary,
Watson

My

Dear

A crime or atrocity has been committed; the


PCs must solve it. They must interview witnesses
(and prevent them from being killed), gather clues
(and prevent them from being stolen or ruined).
They must then assemble proof to deliver to the
authorities, or serve as personal ministers of
justice.
Common Twists & Themes: The PCs are
working to clear an innocent already accused
(possibly themselves).
The PCs must work
alongside a special investigator or are otherwise
saddled with an unwanted ally. Midway through
the adventure, the PCs are "taken off the case" their invitation/authority to pursue the matter is
closed (often the result of political maneuvering by
an antagonist). The climax is a courtroom scene or
other arena of judgment. The scale is highly
variable for this type of adventure, from a smalltown murder to a planetwide pollution scandal.

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.

Help is on the Way


A person (church group, nation, galaxy) is in a
hazardous situation they can't survive without
rescue. The PCs are on the job. In some scenarios,
the hook is as simple as a distant yell or crackly
distress signal.
Common Twists & Themes: The victim(s) is
(are) a hostage, or under siege from enemy forces,
and the PCs must deal with the captors or break the
siege. There is a danger that any rescue attempts
will strand the rescuers in the same soup as the
rescuees, compounding the problem. The rescuees
aren't people, but animals, robots, or something
else. The "victim" doesn't realize that he needs
rescuing; he thinks he's doing something
reasonable and/or safe. The threat isn't villainoriented at all; it's a natural disaster, nuclear
meltdown, or disease outbreak. The rescuees can't
leave ; something immobile and vital must be
tended to or dealt with at the adventure location.

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The PCs begin as part of the rescuees, and must


escape and gather forces or resources to bring back
and proceed as above.

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.

How Much For Just The


Dingus?
Within a defined area, something important
and valuable exists. The PCs (or their employers)
want it, but so do one or more other groups. The
ones that get it will be the ones that can outthink
and outrace the others, deal best with the natives of
the area, and learn the most about their target.
Each competing group has its own agenda and
resources.
Common Twists & Themes: The natives
require the competing factions to gather before
them as pals to state their cases. The valuable
thing was en route somewhere when its
conveyance or courier wrecked or vanished.

I Beg Your Pardon?


The PCs are minding their own business when
they are attacked or threatened. They don't know
why. They must solve the mystery of their
attacker's motives, and in the meantime fend off
more attacks. They must put two and two together
to deal with the problem.
Common Twists & Themes: The PCs have
something that the bad guys want - but they don't
necessarily realize it. The bad guys are out for
revenge for a dead compatriot from a previous
adventure. The bad guys have mistaken the PCs
for somebody else.

Long Or Short
When Dining On Elf?

Fork

The PCs are a diplomatic vanguard, trying to


open up (or shore up) either political or trade
relations with a strange culture. All they have to
do is manage for a day or so among the strange

customs without offending anybodyand what


information they have is both incomplete and
dangerously misleading.
Common Twists & Themes: The PCs were
chosen by somebody who knew they weren't
prepared for it - an NPC trying to sabotage the
works (pinning this villain might be necessary to
avert disaster).

Look, Don't Touch


The PCs are working surveillance spying on
a person, gathering information on a beast in the
wild, scouting a new sector. Regardless of the
scale, the primary conflict (at least at the start) is
the rule that they are only to watch, listen and
learn. They are not to make contact or let
themselves be known.
Common Twists & Themes: The target gets
itself in trouble and the PCs must decide whether to
break the no-contact rule in order to mount a
rescue.

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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Common Twists & Themes: The forgetful


PCs voluntarily suppressed or erased the memories,
and they find themselves undoing their own work.

Most Peculiar, Momma


Something both bad and inexplicable is
happening (racial tension is being fired up in town,
all the power is out, the beer supply is drained, it's
snowing in July, Voyager still has fans, hordes of
aliens are eating all the cheese), and a lot of people
are very troubled by it. The PCs must track the
phenomenon to its source, and stop it.
Common Twists & Themes: The PCs are
somehow unwittingly responsible for the whole
thing. What seems to be a problem of one nature
(technological, personal, biological, chemical,
magical, political, etc) is actually a problem of an
alternate one.

No One Has Soiled The


Bridge
The PCs are assigned to guard a single vital
spot (anything from a mountain pass to a solar
system) from impending or possible attack. They
must plan their defensive strategy, set up watches,
set traps, and so on, and then deal with the enemy
when it arrives.
Common Twists & Themes: The intelligence
the PCs was given turns out to be faulty, but acting
on the new information could result in greater
danger - but so could not acting on it, and the PCs
must choose or create a compromise. The PCs
learn that the enemy has good and sympathetic
reason for wanting to destroy the protected spot.

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.

Quest For the Sparkly


Hoozits
Somebody needs a dingus (to fulfill a
prophecy, heal the monarch, prevent a war, cure a
disease, or what have you). The PCs must find a
dingus. Often an old dingus, a mysterious dingus,
and a powerful dingus. The PCs must learn more
about it to track it down, and then deal with taking
it from wherever it is.
Common Twists & Themes: The dingus is
incomplete when found (one of the most irritating
and un-fun plot twists in the universe). Somebody
already owns it (or recently stole it, sometimes
with legitimate claim or cause). The dingus is
information, or an idea, or a substance, not a
specific dingus. The PCs must "go undercover" or
otherwise infiltrate a group or society, gaining the
dingus by guile or stealth.

Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.

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.

Running the Gauntlet


The PCs must travel through a hazardous area,
and get through without being killed, robbed,
humiliated, debased, diseased, or educated by
whatever is there. The troubles they encounter are
rarely personal in nature - the place itself is the
"villain" of the adventure.
Common Twists & Themes: The place isn't
dangerous at all, and the various "dangers" are
actually attempts to communicate with the party by
some agent or another.

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.

Score One for the Home


Team
The PCs are participants in a race, contest,
tournament, scavenger hunt or other voluntary bit
of sport. They must win.
Common Twists & Themes: The other
contestants are less honest, and the PCs must
overcome their attempts to win dishonestly. The
PCs are competing for a deeper purpose than
victory, such as to keep another contestant safe, or
spy on one, or just to get into the place where the
event goes down. The PCs don't wish to win; they
just wish to prevent the villain from winning. The

event is a deliberate test of the PCs abilities (for


entry into an organization, for example). The event
becomes more deadly than it's supposed to.

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.

Take Us To Memphis And


Don't Slow Down
The PCs are on board a populated conveyance
(East Indiaman, Cruise Ship, Ferry, Sleeper
Starship), when it is hijacked. The PCs must take
action while the normals sit and twiddle.
Common Twists & Themes: The "hijackers"
are government agents pulling a complicated caper,
forcing the PCs to choose sides. The hijackers
don't realize there is a secondary danger that must
be dealt with, and any attempt to convince them is
viewed as a trick. The normals are unhelpful or
even hostile to the PCs because they think the PCs
are just making matters worse.

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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and the PCs must choose sides to tip the balance


and fix things. The "trouble" is diplomatic or
political, and the PCs must make peace, not war.

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.

We're On The Outside


Looking In

Any of the basic plots in this list can be


reengineered with the PCs on the outside of it.
Either the PCs are accompanying other characters
in the midst of such a plot (often being called on to
defend the plot from the outside, as it were), or
they are minding their own business when the
others involved in the plot show up, and must pick
sides or simply resist. For instance, with Any Old
Port In The Storm, the PCs could already be
enjoying (or native to) the shelter when a strange
group arrives. If the "the PCs are unwelcome"
variant is employed, then perhaps the PCs will be
the only voice of reason to still the religious fervor,
racial prejudice, anti-monster sentiment, or
whatever else is the source of conflict.
Common Twists & Themes: The PCs find
themselves on the receiving end of the adventure.
Take any of the plots here and reverse them,
placing the PCs in the position where NPCs (often
the villain, fugitive, etcetera) normally are. Instead
of hunting, they must be hunted. Instead of fixing,
they must avoid getting "fixed" themselves (ow).
Alternately, leave a classic plot intact but turn the
twists upside down, making them twistier (or
refreshingly un-twisty).

Tips and Tricks


Surrender yourself to metaphor. I've written the plots in the language of (typically very physical) actionadventure genres, because that's the basic form of roleplaying adventure - but if you're playing on more levels
than that, the list can still punch its weight. Just remember that every thing, place, and foe can really be a piece
of information, person, and unhealthy attitude, as surely as a space station can be a dungeon and a magical
residue can be a fingerprint.
Double up. A nice basic method is the chameleon game, where an adventure presents itself as one type of
story in the "hook layer" but reveals itself as something else. Sometimes, the switch is innocent and natural Don't Eat the Purple Ones, for example, makes a good hook for Running the Gauntlet, and Most Peculiar,
Momma is a logical lead for Pandora's Box. Sometimes, the switch is something more sinister or deliberate,
with NPCs selling the adventure as one thing when it's really another. This can still be innocent, in its way, if
the NPCs have been duped themselves, or if they're just desperate for help and worried that nobody will be
eager to tackle the real problem.
Throw yourself a curve. Your players will, anyway, so practice early. Pick two random entries from the
Big List and make your adventure on those, no matter what comes up - the first one is the hook layer; the
second is the meat of the adventure. If the same entry comes up both times, go with it! Two layers can have a
similar structure but very different roots or details.
Double up, part two: Some very satisfying adventures weave two separate (or thematically-related) plots
together. An easy way to make this work is to make one plot physical and the other plot personal. That way
just one of the plots puts demand on the PCs' location, while the other one can tag along anywhere. For
example: the PCs are hired to escort a prince to a summit so he can appear before the masses and end a war (a
physical and simple example of Escort Service), but on the way, they realize that the poor guy is suicidal
because state obligations have ruined his love life, and must prevent his self-destruction by either fixing the
problem or convincing him to shoulder the burden (a personal and metaphorical example of Ounces of
Prevention).

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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.

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Campaigns

35

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.

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Equipment

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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.

Laser Hunting Rifle


The Laser Hunting Rifle is a long-ranged and somewhat bulky weapon, but it reduces size and complexity
by using a simple cooling system and an internal power pack. This method reduces magazine size and rate of
fire, but the weapon is actually less expensive to manufacture than the laser rifle. It includes an electro-optical
scope.
Laser Rifle
Laser rifles are the primary weapon of the Cornerian and Venomian Armies. This gun is proven, durable,
and possesses both Automatic and Burst Fire trigger groups.

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Laser Sniper Rifle


Laser sniper rifles are small and light for something of this power and complexity. It is
constructed from plastic composites, and the only metal parts are the actual laser itself, and the
scope an electro-optical scope, like the .50 Sniper Rifle (pg.45).
Light Laser Rifle
This scaled-down version of the laser rifle packs a decent punch, great range, and Autofire capability, with
a modest price for a laser weapon.
Plasma Rifle
Plasma rifles use a new technology to compress almost any fluid medium (usually air) into
a tiny hollow cartridge, inject a spark of over 500,000 volts, and discharge the cartridge using
electromagnets in a fashion similar to the Railgun. When this round hits a target, it fractures,
discharging the superheated plasma into the surface of the target. The advantage of this
cartridge system over that employed in blasters, is that it is equally effective against armored
targets due to the hardness of the steel cartridge and therefore does not suffer a penalty against armored
targets.
Railgun Rifle
The Railgun Rifle is the new kid on the block, based on a failed Terran weapon prototype
of the early 21st Century. The device uses electromagnets to accelerate a fin-shaped Aluminum
dart to approximately Mach 3.2. due to the amazingly high velocity and sectional density of
the projectile, this weapon has terrific armor-piercing capability; it may ignore 1 point of
vehicle Hardness, and also gets a +1 Circumstance Bonus to attack rolls vs. armored targets.
Firing rate is appallingly slow due to the single-shot magazine, but it makes up for it in raw firepower. Due to
the wear on the rails, this weapon wears out after ten shots though it may be fully repaired by replacing the
rails (Repair DC 25). These rare and powerful weapons are not available for sale to the public, nor are they
found among military forces. There are rumors of them cropping up on the black market, however

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.

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Equipment

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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.

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Equipment

41

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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.

Deals subdual damage.

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.

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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.

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Equipment

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Equipment

Archaic Ranged Weapons

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.

.22 Holdout Gun


A compact revolver designed to function as a Personal Defense Weapon (PDW), or as a concealable
handgun for espionage. It is small enough to carry in a pocket or similar compartment, and cannot be
discovered unless a Search or Spot check (depending on circumstances) is made against the Hide check used to
conceal the weapon. This weapon is mainly made of plastic, and can pass by sensor scans when unloaded.
Fires .22LR ammunition.

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.

9mm Blaze Gun


Blaze Guns are oddballs of the currently produced firearms due to their high rate of fire, large magazine,
and severe recoil. They are mainly used as suppression weapons, or to provide cover fire (though occasionally
as a room broom). fires 9mm Para ammunition.
4.7mm Carbine
The 4.7mm Carbine is identical to the 4.7mm Rifle, but with a shorter barrel and
retractable stock.. The magazine is smaller, and the shorter barrel hurts range. Fires
4.7mm Caseless rounds.
4.7mm Rifle
A new spin on an antique weapon used in the early days of Corneria, the 4.7mm Rifle is a well-rounded
projectile weapon firing caseless ammunition. This gun has a burst-fire mode. This weapon is commonly
manufactured on Macbeth, because its factories are smaller and less advanced. Fires 4.7mm Caseless rounds.

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Equipment

45

46
Equipment

.375 Hunting Rifle


This longarm has a long barrel, and an electro-optical scope that can increase range increments by a factor
of 1.5 with a full round action. Anyone who hunts dinosaurs on Fortuna will have used one of these on several
occasions. The weapon has an extremely simple bolt action with few pieces. It is easily repaired and cleaned,
but it slows firing rate dramatically. Despite that, it remains reliable under the worst conditions. The internal
magazine is clunky to some, but monitoring ammo usage will save you much pain in the field. Fires .375
Magnum rounds.
.50 Sniper Rifle
A bulky, bipod-mounted rifle, this gun is unmatched by most projectile weapons in damage
and is king of range, except when compared to some lasers and the rocket launcher. An electrooptical sight (same as the Hunting Rifle) increases range by 1.5 times when a target is acquired.
It loads from a box magazine, and fires on semiautomatic. This is a maintenance-heavy weapon
when conditions are very poor. Fires .50BMG ammunition.
12-ga. Shotgun
Military forces and mercenaries use this venerable firearm rarely. It creates a 30ft. long cone of shot that is
15ft. wide at the end (Reflex save for half damage, DC 20). When it is used, it is mainly for door breaching and
room clearing. Fires Shotgun Shells.
Projectile Heavy Weapons

Weapon
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.

1.2 Antitank Rifle


This very large, smoothbore rifle can punch through light armor. Ammo loads through a box magazine,
and a tripod mount is needed, unless wielded by a Large-size creature. It uses a special type of ammunition,
similar in appearance to a small steel nail with fins. These have an effect very similar to the Rail Cannon when
fired, and have an almost flat trajectory. This weapon may ignore 1 points of vehicle Hardness when applying
damage. Fires 1.2 Flechettes.

Ammunition
All ranged weapons other than Blasters require some form of ammunition. Laser weapons need a 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

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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.

Hazard Vest, Type 1


This is simply a Laminate Vest with extra pockets and snaps to attach more equipment, and a few items
included. You may not wear a Load-Bearing Vest over this armor, and it does not come in an inconspicuous
model. Included items are:

ReBreather
Flash Goggles
Flashlight
Multitool

Laminate Suit
This bodysuit, fundamentally similar to the laminate vest, tightly covers one's torso, arms, and legs. this
armor is appropriate when stealth is necessary, due to its light weight and flexibility. From a distance, this often
looks like a wetsuit or flight jumpsuit. This armor includes gloves.
IUA Shirt
This seemingly normal T-shirt has a band of protective material attached on the torso area. It is less
encumbering than a Laminate Suit, but it has a higher cost. No Sleight of Hand check is required to conceal this
armor, as it is worn in place of a shirt when attempting to discern the protective nature of this shirt, the Spot
check DC is 18. The acronym in the name stands for Integrated Undercover Armor.
Concealable Vest
This is a close-fitting vest made of several layers of Kevlar, with an inner layer of refractive gel to soften
blows and protect against Laser-type attacks. This armor may be concealed underneath ordinary clothing to
do so, make a Sleight of Hand check. The number rolled is the DC required for a successful Spot check to
detect the presence of the armor. These vests are issued free to all members of the Police profession.
Flak Vest
This is an outer vest made of the same layered Kevlar as the Concealable Vest. It has more layers of
protective Kevlar, a second ceramic layer, slightly thicker gel lining, all of which combine to give it a better
chance against any attack. These vests are issued free to all members of the Military profession.
Hazard Vest, Type 2
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).

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Equipment

49

50
Equipment

Forced Entry Unit


ProTech has some even stronger armor for the soldier in need of protection. Their heaviest layered Kevlar
gives full torso protection with groin, neck, and upper arm coverage, along with boots, gloves, and a helmet.
The helmet has FlashGuard , a HyperGlo illuminator, a rebreather attachment port, and an LSCDS
transceiver built in, and the vest includes the following equipment:

Rebreather
Flash Goggles
Flashlight
Multitool
Combat Rations (2 days)
Space Blanket
TerSat Receiver
HEV Scanner

Pressure Suits
These suits offer some protection against attack, but most of them are designed to protect the user from an
entirely different threat explosive decompression. Few living beings can live in the vacuum of space, as their
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
*/*
*/*
*/*
*/*
*/*

EPG (Emergency Pressure Garment)


This compact, lightweight pressure suit is made by ThunderWear, Inc. The EPG fits a wide range of sizes
and species, and its emergency jetpack can be operated by an 8-year old. Life support is guaranteed for 8 hours,
with a half-hour reserve. Duramic Corp. triple-coil 20ft. elastic Kelvinium tether allows suits to be linked
with ease. The radio is a standard LT/SN unit, and it also comes with an LSCDS beacon. The outer surface
coverings are rated "Venom Safe", and the helmet has a solid blast visor.

Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.

Cost
200
350
275
500
650
900
1200
1500
*

SPG (Standard Pressure Garment)


This pressure garment is designed for extended operation in relatively benign low pressure environments,
although the outer layer is rated "Venom Safe". Inner layer reinforced with ProTech laminate material. Life
Support is twelve hours with a 30 min reserve. Included jetpack has a more advanced thruster system and
greater fuel supply. Kelvinium tether standard. ThunderWear FlashGuard visor standard. equipped with
LSCDS and LT/SN transceivers. These suits are standard on capital ships, one for each crew member.
FPG (Flight Pressure Garment)
ThunderWear, Inc. brings you one of our most popular pressure suits. We use a flak vest and integrated
harness, as well as some laminate reinforcing made by ProTech, to bring you a useful piece of equipment.
Included are a small, lightweight jetpack, eight hours of air (with a 30min. reserve), LSCDS and LT/SN
transceivers, Kelvinium tether, and a parachute for emergency bailouts without an escape pod. Note that the
suit lacks heat shields of any sort, so use your pod to shield yourself until thermal effects from atmospheric
entry subside. FlashGuard equipped. These suits are issued standard to all pilots, though they arent always
worn.
PFA (Powered Flight Armor)
ThunderWear miniaturized impulse drivers to give our customers the best in speed and maneuverability in
both atmosphere and space. The suit carries enough power for two hours of flight in its main Sarium-Krellide
power cell, and the life support is rated for six hours, with a twenty minute reserve. Helmet is FlashGuard
equipped. This suit may travel at very high speeds due to the use of an engine, and consequently does not use
Character scale. Its speeds in Air and Space scale are 3 and 2 squares, respectively.

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

Description and Uses


Scans for the presence of lifeforms within a 100ft. radius. Computer Use check (DC 15) reveals race
of lifeform, along with a vague physical analysis.
More in-depth medical scan of lifeform, granting a +2 Equipment Bonus to Treat Injury checks.
Requires BIO1 installed.
BioCatalog Library, which also gives brief description with BIO1 scan. Updates catalog every 5
seconds via the LSCDS network, ensuring a complete and up-to-date listing of lifeforms.
Scans for geological disturbances. Computer Use check (DC 25) allows displacement of a 5x5x5
quantity of matter (Using included emitter).
As BIO3, except for geological forms and occurrences.
Scans for atmospheric disturbances. Computer Use check (DC 20) returns an analysis of the
atmospheric composition, and if the check succeeds by 5 or more, also gives local weather forecast.
Scans for power signatures and electrical disturbances. Grants a +4 Equipment Bonus when scanning
for concealed energy weapons.

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.

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Equipment

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Equipment
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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

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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.

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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.

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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.

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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.

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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.

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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.

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Vehicles

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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

*Advanced Fighters are not available for mass production.

Pod
Unmanned drone fighters or escape pods (like a detached Arwing cockpit). If they have weapons, they are
only the least powerful energy weapons available, and for propulsion, only multiple directional thrusters for
maneuvering possibly with a main thruster for relocation. Possibly with shields, but that is stretching the limits.
Size is 4 meters or less.
Mech
Usually a sort of mechanical suit worn by an individual, may also include small robots or vehicles that do
not fit into other categories. These are usually highly specialized, very heavily armored, and slow. Size is 4
meters or less.
Fighter
Fighters are light aircraft designed primarily for the destruction of other fighters, bombers, and at the limit,
small gunships. They're all one-man craft. Squads are almost always given the same type of craft, though
squad leaders and aces are often granted improved equipment such as more powerful weapons, shielding, or
other special capabilities. Size is 10-20 meters.
Superiority Fighter
These fighters are made with maneuverability in mind. Shielding and armor is at most light-moderate,
being able to withstand only a half-dozen at most shots from a standard laser weapon. Armament consists of
either a single or double nose-mounted cannon. Used equally in offensive and defensive roles against other
small craft. Atmospheric fighters of this type are all subsonic. Examples would include the Greenie or Invader
I (Invader II takes the midground between this and the following Interceptor class).
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.

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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

63

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.

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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.

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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.

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AFX-2E Sky Albatross


This, like the later AFX-2F, was an experiment in new technology. Unlike its successor, however, it
actually made it into mass production for a short time. About 800 were produced shortly after the Great Lylat
Wars, and were given out to choice squadron leaders and task forces. It is technically superior to the Arwing in
almost every aspect, but tends to be slightly faulty due to the untested state of the technology Fara Phoenix
refused to abandon the Arwing project, so they had to get rookie test pilots. The vehicle can outrun almost any
other vessel, and has enough armor and shields to escape from those it cant. In the weaponry department, it is
still only average twin fire-linked Laser Cannons is all, and very little space to add new modifications. Due to
the minor glitches in the technology, whenever the craft attacks, it has a 5% chance of failing; When it engages
FTL, it has a 5% chance of jumping to 98c (risking collision with nearby celestial bodies or vessels) and then
stopping dead after round (Repair DC 35 to get any single system online, DC 50 for FTL Drive); When being
attacked, the enemys threat range is doubled (20 becomes 19-20, 19-20 becomes 17-20).
AFX-2F Pegasus X
This was an experiment in prototype technology, even more advanced than the Arwing. It made its
debut about two years after the Great Lylat Wars, and only 18 were ever produced. It can easily outstrip
anything previous in speed, and has new armor that is lighter and stronger than the Arwings. The drawback of
using this new technology is simply thus: it is unstable. Whenever the craft attacks, it has a 10% chance of
failing; When it engages FTL, it has a 10% chance of jumping to 98c (risking collision with nearby celestial
bodies or vessels) and then stopping dead after one round (Repair DC 45 to get any single system online, DC 60
for FTL Drive); When being attacked, the enemys threat range is tripled (20 becomes 18-20, 19-20 becomes
14-20). For weaponry, this vehicle is a one-man gunship: It sports twin fire-linked Laser cannons, one Laser
Charge Unit, and up to six AA Missiles (may be fire-linked or not). If you ever encounter one of these, take a
potshot and fly the other way FAST.
AF-2G Pegasus SE
This is a simple knockoff of the AF-2B. It was given to squadron leaders, much like the advanced
Greenies. It also doubles as a light bomber, carrying payloads on hit-and-run raids. Apart from the increased
engine power to accommodate more cargo, it also has a pair of fire-linked Laser Cannons.
Sledgehammer
Heavy tank used by Cornerian military, also served as the basis for Slippy Toads Landmaster. Weaponry
includes one Particle Cannon and one Gatling Laser, each in an independent turret.

Venom
BOLSE Fighters
Small defensive fighters created and deployed by BOLSE. Armed with a single Laser Cannon. These do
not have an organic pilot, and are flown by 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.

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Vehicles

67

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.

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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

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Vehicles

69

70
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.

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Light Laser Cannon


This is simply a cut-down laser cannon comparable to the type used by ground troops. It is smaller,
consumes less power, and is substantially weaker than normal laser cannons. These are often employed in
personal craft, training craft, and escape pods.
Nova Bomb
Nova bombs are extremely advanced missile weapons, and only the most advanced starfighters (Arwing,
Wolfen, Pegasus E, F, G) can use them. They are about the size and shape of a baseball, and detonate with the
force of a small nuclear warhead (minus the radioactive side effects). Unlike nuclear warheads, there are no
aftereffects of using these weapons though most things hit by the initial blast are disintegrated. Nova Bombs
are affected by shield systems, and Arwings and Wolfens (ONLY Arwings and Wolfens) have speciallydesigned shields that are immune to the blast but not to a direct hit. It takes three rounds to charge the next
Nova Bomb in the launch chute; during this time, Nova Bombs may not be fired, but the starship may continue
performing other actions as usual (including attacking with other onboard weapons).
Particle Cannon
Basically a linear accelerator upscaled for combat use, these fire packets of protons at near-lightspeed
velocities, literally breaking the atoms of the target apart. These are the heavy artillery of the space fleet. They
are always mounted singly, and sometimes serve as the main cannon for Destroyers. They are never employed
on starfighters, due to the large component space requirements, but can be found on select capital ships.
Rail Cannon
A large version of the classic Rail Gun. It fires a metal projectile (usually Aluminum or Tungsten) via a
pair of electromagnetic rails, in a fashion similar to a Blaster. The cannon is not affected by shield systems,
unless they are specifically designed to combat ballistic weaponry which only occurs in custom-made
vehicles, never mil-spec. There is no appreciable recoil, since the force of the projectile compared to the mass
of the weapon is ridiculously minute. Rail Cannons may ignore 2 points of Hardness when applying damage.

Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.

Vehicles

71

72
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

T&B-H1 Laser Cannon x 2


Up to 16 missiles/bombs of various design

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

Plasma Engine Model NTD-FX1


50,000,000 pt
mach 4.2 (in atmosphere)
G-Diffuser System
STG-AMG200
T&B-H1 Laser Cannon x 2
Nova Bomb Launcher, capacity of 5

Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.

Vehicles

73

74
Vehicles

Laser Cannon
T&B-H1 MODEL LASER CANNON

ION CONDENSER

HEXAGONAL LASER CRYSTAL

POWER GENERATOR COIL

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

Plasma Engine Model NTD-FX1


Mach 4.2 (in atmosphere)
G-Diffuser System

ARMAMENT

T&B-H1 Laser Cannon x2


Nova Bomb Launcher, capacity of 9

Starfox, the Starfox logo, and all Starfox characters and resources are Nintendo.

Vehicles

75

76
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

77

78
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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80
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

81

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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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

ABILITY TEMPORARY TEMPORARY


MODIFIER
SCORE
MODIFIER

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

BASE ATTACK BONUS

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

ARMOR BONUS / TYPE

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

BASE ATTACK BONUS

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

CHARACTER RECORD SHEET

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

x Profession ( ___________) wis

x Profession ( ___________) wis


Repair
int
Research
int

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
______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______

Denotes a skill that can be used untrained.


Mark this box with an X if the skill is a class skill for the character.
* Armor check penalty, if any, applies. (Double penalty for Swim.)

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Page 319

FEATS
Campaign

Experience Points

Character Portrait

GEAR
PG.

ITEM

PG.

WT.

TOTAL WEIGHT CARRIED

<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 Damage Threshold**

Improved Initiative

Iron Will

Lightning Reflexes

Low Profile

Medical Expert

Meticulous

Nimble

x Personal Firearms Proficiency


Advanced Firearms Proficiency
Burst Fire
Exotic Firearms Proficiency*
Strafe
Point Blank Shot
Double Tap
Precise Shot
Shot on the Run
Skip Shot
Power Attack
Cleave
Great Cleave
Improved Bull Rush
Sunder
Quick Draw
Quick Reload
Renown
Run

x Simple Weapons Proficiency

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,

it applies to a different skill, type of equipment, or weapon type.

**You can gain this feat multiple times. Its effects stack.

TALENTS/ABILITIES
Evasion

TALENT

ABILITY

Friendly Presence
Keen Senses

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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

ABILITY TEMPORARY TEMPORARY


MODIFIER
SCORE
MODIFIER

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

BASE ATTACK BONUS

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

ARMOR BONUS / TYPE

NOTES

MAX DEX

DEFENSE
BONUS

+1

+5
TYPE

SIZE
MODIFIER

STR
MODIFIER

BASE ATTACK BONUS

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

CHARACTER RECORD SHEET

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

x Knowledge ( ___________) int

x Knowledge ( ___________) int

x Knowledge ( ___________) int


Listen
wis
Move Silently
dex*
Navigate
wis
Open lock
dex
Perform (______________) cha
Perform ( ______________) cha
Aircraft
Pilot (_________________)
dex
x
Pilot (Spacecraft
_________________) dex
x

x Profession ( ___________) wis

x Profession ( ___________) wis


Repair
int
x
Research
int
Ride
dex
Search
int
Sense Motive
wis
Sleight of Hand
dex*
Spot
wis
Survival
wis
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

______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
+6 = ______+______+______
4
2
______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
+11 = ______+______+______
3
4
4
______
______
+11 = ______+______+______
3
4
4
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
2
+6 = ______+______+______
2
2
______
+4 = ______+______+______
2
2
______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______

Denotes a skill that can be used untrained.


Mark this box with an X if the skill is a class skill for the character.
* Armor check penalty, if any, applies. (Double penalty for Swim.)

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Page 319

FEATS
Campaign

Experience Points

Character Portrait

GEAR
PG.

ITEM

PG.

WT.

TOTAL WEIGHT CARRIED

<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

Archaic Weapons Proficiency

Armor Proficiency (light)

Armor Proficiency (medium)


Armor Proficiency (heavy)
Athletic
Attentive
Blind-Fight

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 Damage Threshold**

Improved Initiative

Iron Will

Lightning Reflexes

Low Profile

Medical Expert

Meticulous

Nimble

x Personal Firearms Proficiency


Advanced Firearms Proficiency
Burst Fire
Exotic Firearms Proficiency*
Strafe
Point Blank Shot
Double Tap
Precise Shot
Shot on the Run
Skip Shot
Power Attack
Cleave
Great Cleave
Improved Bull Rush
Sunder
Quick Draw
Quick Reload
Renown
Run

x Simple Weapons Proficiency

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,

it applies to a different skill, type of equipment, or weapon type.

**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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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

ABILITY TEMPORARY TEMPORARY


MODIFIER
SCORE
MODIFIER

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

BASE ATTACK BONUS

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

ARMOR BONUS / TYPE

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

CHARACTER RECORD SHEET

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

x Profession ( ___________) wis

x Profession ( ___________) wis


Repair
int
Research
int

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
______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______

Denotes a skill that can be used untrained.


Mark this box with an X if the skill is a class skill for the character.
* Armor check penalty, if any, applies. (Double penalty for Swim.)

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.

TOTAL WEIGHT CARRIED

<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 Damage Threshold**

Improved Initiative

Iron Will

Lightning Reflexes

Low Profile

Medical Expert

Meticulous

Nimble

x Personal Firearms Proficiency


Advanced Firearms Proficiency
Burst Fire
Exotic Firearms Proficiency*
Strafe
Point Blank Shot
Double Tap
Precise Shot
Shot on the Run
Skip Shot
Power Attack
Cleave
Great Cleave
Improved Bull Rush
Sunder
Quick Draw
Quick Reload
Renown
Run

x Simple Weapons Proficiency

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,

it applies to a different skill, type of equipment, or weapon type.

**You can gain this feat multiple times. Its effects stack.

TALENTS/ABILITIES
TALENT

Cold Resistance

Bark
Command
Courage

ABILITY

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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

ABILITY TEMPORARY TEMPORARY


MODIFIER
SCORE
MODIFIER

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

See Rulebook, page 256

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.

ARMOR BONUS / TYPE

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

BASE ATTACK BONUS

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

CHARACTER RECORD SHEET

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

x Gather Information cha


Hide
dex*
Intimidate
cha
Investigate
cha

str*
x Jump

x Knowledge ( ___________) int

x Knowledge ( ___________) int

x Knowledge ( ___________) int


Listen
wis
Move Silently
dex*
Navigate
wis
Open lock
dex

x Perform (______________) cha

x Perform ( ______________) cha


Pilot (_________________) dex
Pilot ( _________________) dex

x Profession ( ___________) wis

x Profession ( ___________) wis


Repair
int
Research
int
Ride
dex
Search
int
Sense Motive
wis
Sleight of Hand
dex*
Spot
wis
Survival
wis

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
______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______

Denotes a skill that can be used untrained.


Mark this box with an X if the skill is a class skill for the character.
* Armor check penalty, if any, applies. (Double penalty for Swim.)

620_17524_001_PHBRev3a.qxk

4/21/03

10:42 AM

Page 319

FEATS
Campaign

Experience Points

Character Portrait

GEAR
PG.

ITEM

PG.

WT.

TOTAL WEIGHT CARRIED

<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

x 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
x Defensive Martial Arts

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 Damage Threshold**

Improved Initiative

Iron Will

Lightning Reflexes

Low Profile

Medical Expert

Meticulous

Nimble

Personal Firearms Proficiency

Advanced Firearms Proficiency


Burst Fire
Exotic Firearms Proficiency*
Strafe
Point Blank Shot
Double Tap
Precise Shot
Shot on the Run
Skip Shot
Power Attack
Cleave
Great Cleave
Improved Bull Rush
Sunder
Quick Draw
Quick Reload
Renown
Run

x Simple Weapons Proficiency


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

x Weapon Finesse*
Weapon Focus*
Windfall**
______________________________
______________________________
______________________________

*You can gain this feat multiple times. Its effects do not stack. Each time you take the feat,

it applies to a different skill, type of equipment, or weapon type.

**You can gain this feat multiple times. Its effects stack.

TALENTS/ABILITIES
TALENT

Charm (males)

Attractive
Educated
Keen Senses
Versatile

ABILITY

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10:42 AM

Page 318

_____________________________________________ ______________________________________________
Character Name

Player Name

_____________________________________________ ________________ ______________ ______________


Class and Level

Race

Profession

Homeworld

__________ __________ __________ ____________ __________ ___________ ___________ ___________


Size

Age

ABILITY NAME

Gender

ABILITY
SCORE

Height

Weight

ABILITY TEMPORARY TEMPORARY


MODIFIER
SCORE
MODIFIER

Eyes

TOTAL

STR
Strength

HP
Hit Points

DEX

Armor Class

AC

Dexterity

NONLETHAL
DAMAGE

WOUNDS/CURRENT HP

10 +

+
ARMOR
BONUS

TOTAL

CON

CHARACTER RECORD SHEET

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

BASE ATTACK BONUS

MISC
MODIFIER

SIZE
MODIFIER

STR
MODIFIER

MELEE
attack bonus

RANGED
attack bonus

TOTAL

WEAPON

BASE ATTACK BONUS

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

ARMOR BONUS / TYPE

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
______________________ ____
______________________ ____

______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______

Denotes a skill that can be used untrained.


Mark this box with an X if the skill is a class skill for the character.
* Armor check penalty, if any, applies. (Double penalty for Swim.)

620_17524_001_PHBRev3a.qxk

4/21/03

10:42 AM

Page 319

FEATS
Campaign

Experience Points

Character Portrait

GEAR
PG.

ITEM

PG.

WT.

TOTAL WEIGHT CARRIED

WT.

Acrobatic

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 Damage Threshold**

Improved Initiative

Iron Will

Lightning Reflexes

Low Profile

Medical Expert

Meticulous

Nimble

Personal Firearms Proficiency

Advanced Firearms Proficiency


Burst Fire
Exotic Firearms Proficiency*
Strafe
Point Blank Shot
Double Tap
Precise Shot
Shot on the Run
Skip Shot
Power Attack
Cleave
Great Cleave
Improved Bull Rush
Sunder
Quick Draw

Quick Reload

Renown

Run

Simple Weapons Proficiency

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,

it applies to a different skill, type of equipment, or weapon type.

**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

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