Ian Galvin & Adam Shands

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Ian Galvin & Adam Shands

s s r 1r e e t t c c a a r r a a h h C Lylat C

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. d20d20 LylatLylat Ian Galvin & Adam Shands

The d20 Modern system, logo, and all core materials are © 2000, Wizards of the Coast, Inc. d20 Future is © 2004, Wizards2 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. s s r 3r e e t t c c a a r r a a h h C Rulebook Design Team C Ian Galvin, Adam Shands

Cover Design Fan Fiction Ian Galvin Destructor - Phoenix from the Ashes Falkner McLeod - Eagle Rising Interior Graphics Unryu - Trial by Fire Adam Shands Arwing Landing Playtester Credits Capcom Brendan Galvin Glock Michael McNeil Heckler & Koch Darkjoker324 Jeuxfrance.com Epyon2050 Namco Laladien Nintendo 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 Copyright 2000, Wizards of the Coast, Inc. Starfox, the Starfox logo, and all Starfox characters and materials are Copyright Nintendo. Any materials drawn from fan-written materials are Copyright the author(s) thereof. The d20 Lylat Core Rulebook is © 2004, Ian Galvin. 2

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d d TableTable ofof ContentsContents

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i i Introduction...... 4

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n Chapter 1: Characters...... 5 n Chapter 1: Characters 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. 3 s s r r e e t t c IntroductionIntroduction c a a r r a a h d20 Lylat provides the building blocks for a campaign based on Nintendo’s ever-popular series of video h C games, Starfox. Set in the future and far from Earth, races bearing more resemblance to animals than humans C 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. 4

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d d ChapterChapter 1:1: CharactersCharacters

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n n 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 Ability Modifiers Recommended Class Avian -2 STR, -4 CON, +4 INT, +2 WIS Fast or Smart Canine +4 CON, -4 INT, +2 WIS, -2 CHA Any Delphine +2 STR, -2 DEX, +4 INT, -4 WIS Smart or Strong Feline +2 DEX, -2 CON, -4 INT, +4 CHA Charismatic or Fast Ferret -4 STR, -2 CON, +4 WIS, +2 CHA Charismatic or Dedicated Hare -4 DEX, -2 CON, +2 INT, +4 WIS Dedicated or Smart Toad -2 DEX, +4 CON, +2 WIS, -4 CHA Dedicated or Tough Ursine +4 STR, -4 DEX, +2 CON, -2 INT Strong or Tough Vulpine +4 DEX, -4 CON, -2 WIS, +2 CHA Charismatic or Fast Avian

Personality Alignment Avians are intelligent, agile, and strong- Avians are chaotic at times. They seldom willed. They are often rebellious, having a natural respect the law, and never play by someone else’s feeling of superiority over others. They tend to rules. Despite this, they often have good morals have a very colorful vocabulary, often getting them and sound judgment. in trouble with superiors. Homeworld Physical Description Avians mostly come from Zoness, preferring Avians average between 6 and 6 ½ feet tall. the temperate climate and lush scenery. They are They are very light-boned, and they tend to weigh also common on Corneria, where most of the job around 100-120 pounds. They have keen eyesight, offers are. Avians are rarely seen on the more arid but their other senses are only average. They are worlds, and have never been reported on Venom. covered from head to toe in fine feathers that resemble fur from a distance, sometimes with Names larger feathers forming a crest over their heads. Avian names for males include Falco, They usually have blue, black, or yellow eyes. Hawkeye, Avis, and Dart. Some common female They all have humanoid arms and hands, and names are Flit, Flicky, Sparrow, and Wren. maintain no natural flight capability. Common last names include Warbeak, Phoenix, Condor, and Canard. Relations Avians tend to have one or two very close Avian Racial Traits friends, rarely exceeding four. They are  -2 Str, -4 Con , +4 Int, +2 Wis. Avians are uncomfortable in a group, and tend to shy away smart, but fragile. from large cities, preferring instead to live in small  Medium-size. neighborhoods and suburbs. They do not get along  Base speed is 30 feet.  Keen Vision: Avians receive a +2 Racial well with Toads. 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. 5 s s r r e e t Canine Delphine t c c a Personality Personality a r Canines are laid-back, casual, and generally Delphines tend to be childlike, and even the r a lax on formality. They are also the most older ones tend to be very absentminded. Most are a h disciplined of all Lylatians. When given an happy in a Jeffries tube or sneaking into the h C assignment, they will not stop working until the job submerged cooling ducts of an enemy base. C is done, which is why many prominent officials are Delphines can work for hours on a piece of Canines, including General Cornelius Pepper of the machinery, ignoring hunger and sleepiness. Cornerian Military. Physical Description Physical Description Delphines are usually just gray or grayish There are numerous different breeds of blue, but a few have a spotted pattern on their Canines, with physiques varying from one end of sides. Delphines are taller than most Lylatians, the spectrum to the other. Most Canines, however, measuring about 6 ½ feet in height and weighing are between five and six feet tall, and weigh 185 to 230 lbs. Their jaw gives the appearance of a between 150 and 200 pounds. They tend to be constant smile. rather strong for their size, and can take a lot of punishment in a fight. Their fur can be almost any Relations color, but the most common are various shades of Delphines form tight groups with individuals white, brown, and grey. An interesting anomaly in the same profession, namely Toads. Their unique to Huskies is the occurrence of one eye height causes them to stand out in crowds. being a different color from the other – usually, Delphines typically are in a good mood, and are blue and brown. often altruistic, even to their own detriment. Some can be a bit socially inept, like Toads, but they Relations make up for it with sheer brilliance. Canines are fond of company, in almost any form. They will be content to have one close Alignment friend, and they will blend perfectly into large Delphines are happy-go-lucky and carefree, groups. As long as they aren’t completely alone, rarely involving themselves in adventures – and Canines are happy. On a side note, the term “mutt” they are definitely good-natured. Most Delphines is considered an insult among Canines. are Neutral, often leaning toward Good.

Alignment Homeworld Canines are extremely loyal. Whatever ideals This race seems to turn up anywhere, even on they are raised to believe they will usually hold on worlds with little surface water. They tend to live to in adulthood, giving them an undeserved around spaceports, military bases, in spacedocks, reputation for being chaotic. refueling stations, etc. In short, they are known to exist on every world excepting Venom and Titania Canine Racial Traits Homeworld – even Aquas. Delphine Racial Traits  +4 Con, -4 Int, +2 Wis, -2 Cha. Canines are Originally,  +2 Str, -2 Dex, +4 Int, -4 Wis. Delphines are tough, but a bit careless. Canines were Names brilliant, but foolhardy.  Medium-size. native to Any old  Medium-size  Base speed is 30 feet. Corneria. They Human name  Base speed is 30.  Bark: Canines can communicate simple have since is used, or  Aquatic: Delphines receive a + 2 Racial ideas to each other by a series of barks that is Modifier on Swim Checks. incomprehensible to members of other races. migrated to something out  Dolphinspeak: Delphines can communicate  Command: Canines receive a +1 Racial Macbeth, of literature. complex ideas at ultrasonic frequency which is Modifier to Initiative rolls and rolls involving Papetoon, and Names are inaudible to other races. Comm channels cannot leadership. Katina as well. even based on carry this signal due to transducer limits.  Courage: Canines receive a +2 Racial  Echolocation: Delphines have Blindsight for Modifier to checks against fear or panic. Terran 60ft. in air or water. Names languages  Hold Breath: Delphines can hold their breath Canines have varied names, from mundane to other than for a number of minutes equal to their CON score. exotic. Chances are if you can think of a name, English. there is Canine somewhere out there who has it.

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. 6

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t t Felines are self-reliant and aloof. They are Ferrets tend to be quiet and reclusive, yet

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s s they ever afraid. Most Felines are very self- often have calm, soothing voices. They rarely have conscious as well: They sometimes spend hours many friends, and don’t usually trust new faces. grooming, and may even dye their fur. Physical Description Physical Description Ferrets are tall and slender. They typically Felines are of average height, between five reach 6 ½ to 7 feet tall, and weigh around 200 and six feet. They are light and nimble, rarely pounds. They have sleek figures, and are very weighing over 160 pounds. They have unusually flexible. Their fur usually ranges from grey to long tails, sometimes as long as their entire body. black, but sometimes includes brown. Their tails Their fur comes in many colors, sometimes more are no longer than their legs, and are pointed. than one at once. Common colorations are various Their eyes are dark, black, featureless spheres. shades of blue or pink, as well as black, white, and calico. Their eyes are usually a bright shade of Relations blue, yellow, or green. Their sensory perception is Ferrets, despite their charismatic speech, extraordinary; many put this to use as professional often have calm or what other races consider “flat” thieves. personalities. Because of this, few can claim to have real friends, and those that do rarely trust Relations them. Felines are never lonely, and usually work best with nobody else around. They often become Alignment fidgety and nervous in groups, and will shy away Ferrets usually work alone, often as and try to find someplace quiet. professional thieves. They will work for the highest bidder, regardless of political or moral Alignment implications. They are the only race that can truly Felines feel no loyalty to anyone, reflected in be described as simply neutral. their mercenary profession. After the Great Lylat Wars, however, many Felines harbored ill feelings Homeworld toward Venom for their ravaged homeworld, and Ferrets are not particularly common would do anything to cause trouble for Venomians. anywhere, yet they seem to show up everywhere. They have been seen in every corner of the Lylat Feline Racial Traits Homeworld System, and nobody knows where they originated.  +2 Dex, -2 Con, -4 Int, +4 Cha. Felines are fragile and naïve. Felines usually  Medium-size. live on Zoness, but Names  Base speed is 30 feet. some also live on Ferrets often have names with dark meanings  Retractable Claws: Felines have claws that Corneria. They aren’t or parallels, reflecting their reclusive nature. They deal 1d4 lethal damage with an unarmed strike, but usually found on any are also loathe to give out their names freely, so may choose to deal normal damage instead.  Acute Senses: Felines receive a +2 Racial other planet, having what a common one would be is anybody’s guess. Modifier to all Listen, Search, and Spot checks. very particular tastes.  Long Tail: Felines receive a +2 Racial Ferret Racial Traits Modifier to Balance checks. Names  -4 Str, -2 Con, +4 Wis, +2 Cha. Ferrets are Felines often wise and charismatic. have exotic, prestigious names, reflecting their  Medium-size. naivety. Some of the more common male names  Base speed is 40 feet.  Dark Fur: Ferrets gain a +2 Racial Modifier are Artemis, Christopher, and Cornelius. Common to Hide checks. female names include Katherine, Alexis, and Mira.  Emotionless Stare: Ferrets receive a +4 Family names are usually taken from somebody Racial Modifier to Bluff checks, and to all checks important, at least to the person giving the name. against Sense Motive.  Piercing Gaze: Ferrets receive a +2 Racial Some common ones include Monroe, Dawson, and Modifier to Sense Motive checks. Gallagher. Many female Felines also choose a “pet name” for their close friends to call them by, such as Katt or Kitty. The d20 Modern system, logo, and all core materials are © 2000, Wizards of the Coast, Inc. d20 Future is © 2004, Wizards6 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. 7 s s r r e e t Hare Toad t c c a Personality Personality a r Hares, regardless of their physical age, Toads are enthusiastic, friendly, and r a always seem old. They are very wise, and have a talkative. They love being around others, and will a h strong parental sense, especially for members of do anything to get attention. They often ramble on h C other races. They are warm and friendly, and most incessantly, making them unpopular with members C comfortable in a crowd – understandable when one of other races. notes that their average family size is eight. They tend to have a lot of unusual knowledge, which can Physical Description be useful in a pinch. Of the major races, Toads are the smallest. They typically grow to 4 ½ feet tall, and rarely Physical Description weigh over 120 pounds. They have green skin, Hares stand about four to five feet tall, not completely devoid of any scales, fur, or feathers. counting their ears. They tend to be a little on the They have large, round eyes, almost always black. chubby side, weighing in the range of 120-140 They tend to be rather clumsy, due to their lack of a pounds. Their fur is very coarse, and usually some tail or complex inner ear. They make up for this shade of white or beige. While most races rely with their technical affinity, and often make very upon their tails for balance, Hares use their large good mechanics. ears, which usually add another foot or more to their height. Relations Toads are open creatures, often making Relations friends quickly. Once they get acquainted, Hares often make several friends, some closer however, these friends are often quick to leave. than others. They enjoy large parties, and never Most Toads do manage to find one good friend, leave anyone out. They have a warm and caring who will stick with them through thick and thin. heart, often extending a helping hand to those left They have a particular personality conflict with behind by other races. Avians.

Alignment Alignment Hares always take the side of good, and will Toads are always good in their hearts, rarely never willingly sway from this stance. They are understanding what makes cruel people tick. They usually more than willing, however, to give are not vengeful by nature, and often share the evildoers a chance to repent. same political and ethical views as Hares.

Homeworld Homeworld Hares, like Canines, were originally native to Toads are found in all worlds with water, Corneria, and have also started living on the desert mostly Corneria and Zoness. They never even planet of Papetoon. Most prefer cooler weather attempt to live on Macbeth or Corneria. however, and those families on Papetoon often take long vacations to Corneria. Names Toads have a very small population, and have Hare Racial Traits Names little variety in their  -4 Dex, -2 Con, +2 Int, +4 Wis. Hares are scientists, not athletes. Hares often names. Males are Toad Racial Traits  Medium-size. give their often named Slippy,  -2 Dex, +4 Con, +2 Wis, -4 Cha. Toads are stoic, but slow and socially inept.  Base speed is 20 feet. children youthful, Newt, or Wart;  Small-size.  Educated: Hares receive a +2 Racial energetic names. Females are usually Modifier to all Knowledge checks.  Base speed is 20 feet.  Intuition: Hares have an innate ability to The most popular some form of  Small: Toads receive a +2 Racial Modifier “sense” things, often alerting them to dangers names for males Croakella, Betty, or to Hide checks. ahead. This ability works at GM discretion. are Peppy, Skip, Lily. Family names  Clumsy: Toads receive a –2 Racial Modifier to Balance checks. Lucky, and Tod. are even more  Croak: Toads can emit a low-frequency Females are often named Cindy, Jeannie, Summer, unimaginative: Toad, croaking sound that interferes with comm signals or Florence. Hares have a relatively small Frog, Croakson, and in a 30-foot radius. This can also be used to call population, and thus have little variety in family McRibbit. out to other Toads within this radius. names. A few common ones are Hare, Rose, and Jackrabbit.

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. 8

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s s rowdy, but they make a few close friends. They Vulpines are optimistic and friendly. They are typically quite protective of others, and do not often make rush decisions, and tend to think very hesitate at throwing themselves into combat. The highly of themselves – earning them the title of durable nature of the race allows them to “bear” “egotistical” among members of other races. They through unpleasant situations. rarely get depressed, and are always willing to help a friend. Physical Description Ursines are large, hulking bipeds with small Physical Description

ears on top of their heads. Their fur is brown, Vulpines are slightly on the small side, rarely white, or black, but brown is the most common. exceeding 5 ½ feet in height or 140 pounds in The height of an Ursine ranges from about 7 ½ feet weight, most of which is muscle tuned for speed. to almost 9 ½ feet, and weight ranges from 290 to They have long, bushy tails and more pointed ears 485 lbs. Their hands have claws, as many a Lupine than their distant relatives, the Canines. Their fur has found out in a barroom brawl. Ursines have color is usually some shade of red or orange, thick, shaggy, usually unkempt fur, but most enjoy sometimes so dark it is mistaken for brown, and long showers every day. They are also known for a some may have white or black fur on the tips of booming, gravelly, thickly-accented baritone voice. 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 Relations

which they usually have a small group. This race Vulpines tend to make friends relatively can be rather ribald, and are famous for drinking easily, and these friends often stick – even across contests. They typically make friends with multiple planets. Vulpines are very compassionate, Canines, and sometimes Vulpines. The term a trait they often try to hide on a personal level. “Cossack” is considered an insult among Ursines. 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 Alignment

little moody sometimes. They have a strong Vulpines always appear to be mercenary, but nationalistic trend, and Corneria is the apple of really side with the “good guys”. They go out of ursine eyes. their way to help the underdog, and get ahead by shirking the law. Ursine Racial Traits Homeworld Homeworld  +4 Str, -4 Dex, +2 Con, -2 Int. Ursines are Ursines are Vulpine Racial Traits very strong, but clumsy and a little slow. found on Corneria, Vulpines  +4 Dex, -4 Con, -2 Wis, +2 Cha. Vulpines  Large-size. live on Corneria are nimble, but weak. Fortuna, Katina,  Medium-size.  Base speed is 35 feet. Macbeth, and a small and Papetoon.  Large: Ursines receive a –4 Size Penalty on They prefer  Base speed is 40 feet. number on Zoness.  Friendly Presence: Vulpines receive a +2 Hide checks. They also get a –1 on attack rolls slightly warmer and AC. They tend to like the Racial Modifier to Bluff, Diplomacy, and Sense  Bad Eyesight: Ursines receive a –2 Racial cold, for it has climates and love Motive checks.  Keen Senses: Vulpines have unusually Modifier on Spot checks. something to do with water, so some  Claws: Ursines may choose to deal lethal families move to sharp senses, allowing them to react quicker than being created to live other races. This gives them a +2 Racial Modifier damage with unarmed strikes. This ability may Zoness or not be used when claws are obstructed by Mech in Siberia. to Reflex saves and Listen, Pilot, Search, Spot, and suits, gloves, or other armor. Macbeth. Tumble checks.  Thick Fur: Ursines receive a +2 Racial Names Modifier on save throws vs. cold, and +2 Natural Their Names AC. population is Vulpines have some of the less creative relatively large, and names tend towards old names, deriving them from Human names they Russian ones. Male names include Vladimir, Ivan, have passed down over the years. Some common Dimitri, and Mikhail. Female names include Olga, male names are Fox, James, and Max, while some popular female names are Vixy, Fara, and Krystal. The d20 Modern system, logo, and all core materials are © 2000, Wizards of the Coast, Inc. d20 Future is © 2004, Wizards8 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. 9 s s r r e e t

Family names are where this race truly shines in creativity, with such entries as Reinard, McCloud, t c Rainer, Voltaire, and Peralta. c a a

Expanded Races r r a a

These races are less common than the ones detailed above, and often more powerful. They have greater h h ability score adjustments and abilities, making them difficult to roleplay alongside basic races. As a general C rule, a Lv1 advanced race has a level equivalent of 2 (meaning, they start at character level 2 - and even then, C only if the GM allows it).

Badger Physical Description Beavers have thick brown fur, sometimes Personality streaked with grey or black. Their eyes are often Badgers are rude and confrontational. They brown, blue, or yellow, and they have buck teeth. are mildly paranoid, feeling that everyone is out to In most respects, they look like a bucktoothed get them, and everything is a conspiracy. They Badger, except for their unique tail. It is flat and rarely trust anyone, and frequently get into fights. leathery, rigid, and very strong. It is often used as a paddle or signal, by slapping it against a hard Physical Description surface to make a clapping sound. Badgers have thick brown or grey fur, with black stripes originating a their snout, running back Relations across their eyes, down their backs, and Beavers don’t usually have friends outside of terminating at the tip of their short tail – nearly business. They love getting personal with identical to the white stripes found on Skunks. customers, but as soon as the contract terminates, Their ears are almost indistinguishable from the so does the relationship. They often own or rest of the head, similar to Ferrets. They have manage construction firms, and are usually found unusually long and sharp claws, and their eyes are in the company of Ursines and Toads. 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 Beaver Racial Traits  +4 Str, +2 Int, +2 Wis, -4 Cha. Beavers are think everybody is against them, and tend to “hole smart and good workers, but very professional. up” and get out the heavy weapons whenever a  Beaver Tail: Beavers can use their tails as conflict arises. They follow the law to the letter, to paddles, granting a +2 Racial Modifier to Swim Badger Racial Traits avoid trouble with government. checks. It can also be used as an audible signal (see above),+4 whichStr, -4 can Dex, be heard+2 Con, within -2 Cha.a mile. Badgers  are “toughSlick Fur: and Beaversgruff”. have an underwater base speed of 50Dauntless: feet, and may Badgers ignore receive 5 pounds a +4of gear Racial whenModifier applying to allpenalties checks toagainst Swim fear. checks.   WorkLong Ethic: Claws: Beavers Badgers receive may achoose +4 Racial to deal Modifierlethal damageto Concentration with unarmed checks. strikes, and deal an Beaver 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. Personality  Survivalist: Badgers receive a +2 Racial Beavers are very brusque and to-the-point, Modifier to Hide, Navigate, Survival, and Treat always have a schedule, and keep close track of Injury checks. time. They work hard, sticking with one task until it is done, and done well – giving the illusion of Cerinian having a one-track mind, masking their true intelligence. Personality Cerinians are charming and intelligent, and make very witty conversations. They have a sharp 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. 10

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e e The most noticeable difference between a Cheetahs are very thin, yet strong. Their fur

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s Cerinian and a Vulpine is the fur color. Cerinians is yellow, with brown and/or black spots. Their

s all have blue fur, ranging from solid cerulean to eyes are usually green, yellow, or red. They have pale periwinkle. Common markings are white very muscular legs, and even an average Cheetah down the front of the torso and muzzle, and a can outrun anyone short of an Olympic sprinter. white-tipped tail. Rarely do they have the black “socks” that other Vulpines have, and their eyes Relations can be any color – though most often green, blue, Cheetahs often prefer working alone, but they or amber. Cerinians also have finer features than will cooperate well with most. They often do very Vulpines, and are sometimes thought to be one of well either starting their own company, working the most beautiful races of all. mercenary, or becoming officers in the military - one of General Pepper’s favorite lieutenants, Gary, Relations is a Cheetah. Cerinians are able to charm almost anyone. They have many friends, and family life is similar to Vulpines. Cerinians rarely marry outside their Equine race, but nearly anyone is willing to try to convince them otherwise. Personality Equines think highly of themselves, and tend Homeworld to be condescending to others – the natural “jock”. Cerinians hail from the third planet of a star Cheetah Racial Traits system 1.2 light-years beyond Lylat. It is similar to  +2 Str, +4 Dex, -4 Con, -2 Cha. Cheetahs Corneria, but a bit larger and possessed of more are fast, but frail. land – It looks very much like Earth in most  Base Speed is 60 feet. respects. It was destroyed, along with all  Camouflage: Cheetahs receive a +4 Racial inhabitants, just prior to the Great Lylat Wars. 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. They tend to form loose friendships with other Equines, but intentionally steer away from other Cerinian Racial Traits races. Many Equines form gangs or clubs, to  -4 Str, +2 Dex, -4 Con, +2 Int, +4 Cha. which membership is Cerinians are smart and beautiful, but frail. barred for other races. Variant: Hooved Races  Attractive: Cerinians receive a +2 Racial Modifier to all Diplomacy and Gather Information Certain races are related to hooved checks. Physical Description animals (A complete list can be found at  Educated: Cerinians receive a +2 Racial Equines are very the end of the chapter). Some players may Modifier to all Knowledge checks. fit and muscular, and want their character to retain hooves on  Keen Senses: Vulpines have unusually most work out to both feet, or even both hands (though this sharp senses, allowing them to react quicker than puts them at a distinct disadvantage) – you other races. This gives them a +2 Racial Modifier exercise this physique. may even want to considering making it to Reflex saves and Listen, Search, Spot, and Their fur comes in the norm for your campaign. All creatures Tumble checks. almost any shade of with hooved feet gain the following trait:  Versatile: Cerinians receive an extra feat at st brown, black, white, 1 level.  Hooved Feet: Suffer a –2 Racial grey, and multiple Modifier on all Balance, Climb, Move Cheetah combinations of the Silently, and Swim checks. above. Their eyes are Personality larger than most other Those with hooved hands as well also gain the following trait: Cheetahs are friendly, but pedantic. They are races, and are usually very meticulous about technicalities and details, some shade of blue or  Hooved Hands: Suffer a –2 Racial and tend to start arguments over what others regard brown. Modifier on all Computer Use, Craft, Disable Device, Escape Artist, Forgery, Open Lock, Repair, Search, and Use Rope The d20 Modern system, logo, and all core materials are © 2000, Wizards of the Coast, Inc. d20 Futurechecks. is © 2004, Wizards10 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. 11 s s r r e e t

Relations Lupines have always inhabited Macbeth, t c Equines rarely befriend members of other where the Cornerians exiled them for their c a races, and friendships among themselves tend to be destructive tendencies. a r rather loose. They form the sort of friendship that r a last many long years, but not the sort that you Names a h would visit every weekend or invite to your family Lupine names almost all have ties to their h C reunion. Their families tend to be the same way, race, an attribute stemming from their strong pack C with children and parents being rather detached mentality. Some common male names are Wolf, from each other. Fenris, and Rufus. Females are often named Umber, Mira, or Lupin. Family names are many Alignment and varied, often stemming from Human names Equines are unpredictable. Whom an Equine forgotten long ago. will aid is really determined by the individual, and Mouse cannot be accurately predicted. Personality Lupine Mice are friendly and hyper, talk fast, and Lupine Racial Traits Personality  +2 Str, +4 Dex, -2 Con, -4 Cha. Lupines are Lupines tend to be very cocky and much like a stronger, less friendly Vulpine. confrontational. They feel that others “owe” them,  Fearless: Lupines receive a +2 Racial Modifier to all checks against fear.  Pack Mentality: When alone, Lupines gain Equine Racial Traits a +1 bonus to all STR, DEX, and CON based rolls.  +4 Str, +2 Con, -2 Int, -4 Wis. Equines are This comes at the cost, however, of a –1 penalty to strong and sturdy, but arrogant. all INT, WIS, and CHA based rolls.  Base Speed is 45 feet.  Bodybuilder: Equines receive a +2 Racial love to eat. Their appetite is disproportionate to Modifier to FORT saves, and begin the game with their size, and a Mouse will often eat twice as 2 additional hit points. much as a Canine twice her size, and yet gain no and have a knack for starting fights – which they weight. are equally adept at finishing. While not inherently evil, they often have very destructive tendencies, Physical Description and any Lupine will be thrilled to watch something Mice are small in stature, standing about 3½ go boom. feet tall and weighing under 100 pounds. They have long faces and tails, and large, acutely Physical Description sensitive ears. Their fur is white, grey, or brown, Lupine fur is some shade of grey or black, and their eyes are usually brown or blue. Their but the occasional white can be found. Their eyes teeth are small and extremely sharp, like a can be almost any color, but are often some shade mouthful of needles. of blue or green. Relations Relations Mice are skittish around strangers, and slow Lupines favor crowds, feeling safety in to develop true friendships – they will often tag numbers. They usually have a small group of close along with others, but only if it furthers their own friends, but keep in contact with several others. interests. They don’t usually mean to be selfish or They are very protective of their friends and reclusive, it just simply never occurs to them that family, and mothers have been known to die others might expect something of them. fighting to defend their children. Alignment Alignment Mice are about as Neutral as they come. Lupines tend to follow the rules on the They follow their own agenda whenever possible, surface, but behave adversely behind the scenes. and when a conflict arises, they side with They have rather sadistic tendencies, such as whomever they feel like at that moment. They pyromania, and rarely aid others without a catch. never swear allegiance, and rarely do favors (though they are glad to accept them). Homeworld

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C

C

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a a Raccoons are friendly and inquisitive, and are

r

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a often ‘playfully destructive’. They are often also a Otter

c hyperactive.

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e e Personality Physical Description

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s Raccoons have brown or grey fur with black s Mouse Racial Traits  +4 Dex, -2 Wis, -2 Cha. Mice are quick and hands and feet, black or brown rings around their nimble, but oblivious. tails, and a black band across their eyes. Their tails  Sharp Teeth: Mice may choose to bite while grappling, and their bite deals 2d3 points of are long bushy, much like those of Vulpines and piercing damage. Treat this attack as an Unarmed Squirrels, and their ears are rounded. Eye color Strike. tends toward shades of brown and hazel, and the  Stomach of Steel: Mice receive a +4 Racial occasional blue. Modifier to all FORT saves vs. ingested poisons. Otters are friendly and hyperactive. They love to Relations play games, solve puzzles, and practice acrobatics Other races view Raccoons as very in everything they do. They have a problem with charismatic, humorous, and “cute”. They always taking things seriously, but rarely underestimate a make a good first impression. They have unusual foe – they just make a game out of it. love/hate relationship with Toads – they share a love for mechanical things, but Toads can’t stand it Physical Description when Raccoons start taking apart a perfectly good Otters look a lot like Ferrets: They have dark jet engine just to see how it works. fur, small eyes (though they do come in various colors other than black), short tails, and barely Alignment visible ears. They stand about 5½ to 6 feet tall, and Raccoons always side with the underdog, a are both strong and flexible. choice stemming from their burning desire to help those in need. They often make the same decisions Relations as Vulpines, but without asking for money up front. Otters rarely keep friends for long, but get They follow the law whenever possible, but don’t along immediately with almost anyone. They have go out of their way to rationalize their actions. a tendency to flirt with anyone nearby, regardless of race or affiliation. These relationships rarely develop, and few Otters ever marry outside their race. Raccoon Racial Traits Raccoon  +2 Dex, -2 Con, -2 Wis, +2 Cha. Raccoons are curious and friendly, but sometimes their lack of restraint gets the better of them. Personality  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, Otter Racial Traits or Studious.  +2 Str, +4 Dex, -2 Con, -4 Wis. Otters are  Dexterous: Raccoons receive a +2 Racial lithe and strong, but don’t know when to stop Modifier to Climb, Craft, and Search checks. 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.

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Personality r Squirrels are chirpy and optimistic, talkative, r

Rats are calculating and efficient; They have a and have short attention spans. They often come a

a mind for numbers. They are not regarded as h h overly friendly; though they are apt to be helpful, across as annoying, but people tend to think kindly C they often do so in a rather brusque and curt of them nonetheless. C manner. They are exceptionally skilled at solving riddles and puzzles, and often enjoy long Physical Description competitions with Otters and Hares. They make Squirrels have fur that ranges from light tan natural salesmen. to a dark mahogany brown. Their tails are long and bushy, and have a slight prehensile grip. They Physical Description have small, pointed ears and green or blue eyes. Rats stand around 4½ to five feet tall, with Other races consider Squirrels to possess an exotic tails around 2½ feet in length. Their fur is usually beauty, often earning them careers in the grey or brown, though the occasional white or entertainment business. black may be found. Their eyes are round and beady, often seeming to stare off into space like a Relations Ferret’s. They have large feet for their height, and Squirrels tend to form close bonds with each ears about as large as a Vulpine’s. other, as well as Vulpines and Avians. Other races will befriend them, but the relationships rarely get Relations very close. Rats enjoy the company of Hares and Otters, but are often frustrated by members of other races, Squirrel Racial Traits whom they view as foolish and clumsy. They love  Gift of Gab: Squirrels receive a +2 Racial Modifier to Bluff and Diplomacy checks. to explain themselves, hoping that others will  Gossip: Squirrels suffer a –2 Racial Penalty appreciate their wisdom and learn from it; they to rolls involving keeping a secret or withholding thrive on recognition. information. Also, other creatures gain a +2 Conditional Modifier to Sense Motive checks Rat Racial Traits 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.

Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo. Expanded Skills

The following skills in the d20 Modern Roleplaying Game are expanded to include new uses unique to the Lylat System.

Bluff (CHA) You can use the Bluff skill to feint in starship combat. Check: With a successful Bluff check, you mislead another starship so that it can’t dodge your attack effectively. This check is opposed by the other starship’s pilot’s Sense Motive check. If you succeed, the next attack your starship makes against the target ignores it’s pilot’s Dexterity modifier to Defense (if it has one), thus lowering the target’s defense score. You cannot use this tactic against a starship that’s flying on autopilot. Using Bluff to feint in starship combat is an attack action. Special: If you have the Starship Feint feat, you gain a +2 bonus to Bluff checks to feint in starship combat.

Computer Use (INT) In addition to all the uses described in the d20 Modern Roleplaying Game, this skill can be used to operate shipboard sensors as well as send, jam, scramble, and unscramble transmissions sent through space. Check: The following applications of the Computer Use skill may be used untrained: Conduct Active Sensor Scan: Using a starship’s sensors to analyze another ship or object within sensory range requires a Computer Use check (DC 15). An active sensor scan conducted over a vast distance (for example, from one side of Meteo to the other) or subjected to some form of disturbance (a solar flare, for example) takes a –5 or higher penalty to the check, at GM’s discretion. Send Transmission: Routine communications (hailing a nearby ship, sending messages over LT/SN, etc.) are accomplished by a Computer Use check (DC 10). Communications sent over incredibly long distances (such as from one planet to another) are subject to distortion; correcting such distortion to ensure an understandable message reaches its destination requires a successful Computer Use check (DC 20). The following uses of the Computer Use skill can NOT be used untrained: Jam Transmission: This skill can be used to prevent a ship or facility from receiving an incoming transmission. An opposed Computer Use check between the person receiving the message (usually the ship’s comm officer) and the person attempting to jam the message determines whether or not the message gets through. If an unmanned computer receives the message, the check has a DC of 15. Scramble/Unscramble Transmission: Computer Use can be used to scramble transmissions. This is done with an opposed check between the person sending the message and anyone attempting to intercept and unscramble it. Time: Scrambling or unscrambling a transmission are full-round actions. Conducting an active sensor scan or sending/jamming a transmission are move actions.

Disable Device (INT) 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) t c You can use the Navigate skill to plot a course with a starship’s onboard computer. c a Check: The rules for plotting a course over a great distance work as described in the Navigate skill a r description (see page 68 of the d20 Modern Roleplaying Game). Aboard a starship, you need a functional class r a I sensor array (or better) to plot a course through space. You don’t need to make a Navigate check to travel a h along a pre-established space route. h C Time: Plotting a course is a full-round action. C

Pilot (DEX) You can use the Pilot skill to fly any kind of spacecraft. Check: Unless you have the Starship Operation feat (page 19), you take a –4 penalty to Pilot checks when trying to pilot a starship. The pilot of a starship can make a Pilot check to escape or avoid being held by another starship’s grappling systems (see Grapplers, page 143 of d20 Future). Special: For modern-day (PL5) spacecraft, such as the Space Shuttle, the Aircraft Operation (Spacecraft) feat is sufficient to negate the –4 penalty on Pilot checks. However, this feat does not apply to PL6 or higher spacecraft.

Repair (INT) You can use this skill to repair vehicles, starships, Mechs, Cyberware, and constructs (including Androids). You can also use the Repair skill to safely remove the brain of a destroyed or disabled Android. Check: Repairing damage to a vehicle, starship, or Mech takes one hour of work, a Mechanical Toolkit, and a proper facility (such as a workshop or hangar). Without a toolkit, you take a –4 penalty to the Repair check. At the end of the hour, make a Repair check (DC 20). Success repairs 2d6 points of damage. If more damage remains, you may continue to make repairs for up to as many hours as is necessary to restore the vehicle or starship to full HP. The same rules apply to Androids, other Constructs, and Cyberware, except that each successful application of the Repair skill restores 1d10 points of damage (instead of 2d6) and the Repair is more difficult (DC 30). This skill may also be used to transplant the brain of an Android into a similar, but intact, frame. Special: A vehicle, starship, Cyberware, Mech, Android, or other Construct that is reduced to 0HP cannot be repaired. It can be salvaged for parts, however (see the Salvage feat description, page 18).

Expanded Feats

With the advent of spacefaring technology, a wide range of new feats became available to Lylatians. Some are dependant upon previous feats, which can be found in the d20 Modern Roleplaying Game.

Archaic Weapons Proficiency You are proficient in the use of ancient weaponry, such as the sword and bow. Benefit: You take no penalty on attack rolls with archaic weapons. Normal: A creature without this feat takes a –4 Nonproficient Penalty when making an attack with any archaic weapon.

Armor Proficiency (Powered) You are proficient with powered armor. Prerequisites: Armor Proficiency (Light), Armor Proficiency (Medium). Benefit: When wearing powered armor, you may add the armor’s entire equipment bonus to your Defense. Normal: A character not proficient with powered armor adds only a portion of the armor’s equipment bonus to her defense. Special: A Shock Trooper (see Advanced Classes, page 20) gains this feat for free, regardless of whether she meets the prerequisites or not.

Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo. Craft Cyberware You can construct cybernetic attachments. Prerequisites: Craft (electrical) 10 ranks, Craft (mechanical) 10 ranks, Knowledge (life sciences) 5 ranks. Benefits: you can build any of the cybernetic attachments described in chapter 11. You must first be able to afford the attachment to acquire the necessary components, then invest 24 hours in its construction. At the end of that time, you must succeed at both a Craft (electrical) check (DC 30) and a Craft (mechanical) check (DC 30). If both Craft checks succeed, the cybernetic attachment functions properly and can be installed anytime (see the Cybernetic Surgery feat, below). If either or both checks fail, the attachment’s design is flawed. Another 24 hours must be spent fixing the problems, and both skill checks must be repeated at the end of that time. Special: This feat does not allow you to build a cybernetic attachment of a higher progress level.

Cybernetic Surgery You can graft Cyberware onto living tissue, as well as safely remove them. Prerequisites: Treat Injury 8 ranks, Surgery. Benefit: You can make a Treat Injury check (DC 20) to install or remove a cybernetic attachment. If you do not have a surgery kit or access to a medical facility, you take a –4 penalty to the check. Cybernetic surgery takes 1d4 hours. The consequences of failure are severe: If your check result fails by 5 or more, the installation or removal of the Cyberware causes sever physical trauma to the patient, who suffers 1d4 points of Constitution damage. If the check result fails by 10 or more, the Constitution damage is treated as Constitution drain instead. A character who undergoes cybernetic surgery (successful or not) is fatigued for 24 hours. Reduce this time by two hours for every point above the DC the surgeon achieves. The period of fatigue can never be reduced below six hours in this fashion. Normal: Characters without this feat take a –8 penalty to Treat Injury checks made to perform cybernetic surgery (-4 penalty if they have the Surgery feat).

Cybertaker You can have more Cyberware than normal without suffering ill effects. Benefit: The maximum number of Cyberware attachments you can have without suffering negative levels increases by one (see number of attachments, page 193). Special: You can gain this feat multiple times. Its effects stack.

Jack-of-all-trades You’ve picked up a smattering of even the most obscure skills. Prerequisite: Character Lv8+. Benefit: You can use any skill untrained, even those that normally require training and those that are exclusive to classes you don’t have. You cannot, however, gain ranks in a skill unless you are allowed to select it.

Mastercrafter You are adept at creating mastercraft electronic and mechanical devices, including tools, weapons, vehicles, Android parts, and armor. Prerequisites: Craft (electrical) 8 ranks, Craft (mechanical) 8 ranks. Benefit: When successfully completed, a mastercraft object provides an equipment bonus on skill checks made to use the object (in the case of vehicles, this includes Drive or Pilot checks). A mastercraft weapon provides a bonus on the attack or damage rolls (crafter’s choice). A mastercraft suit of armor improves the armor’s equipment bonus to Defense. In each case, the bonus can be +1, +2, or +3 and no single object can have more than one mastercraft feature (for instance, you cannot build a mastercraft weapon that gains a bonus on attack rolls AND damage rolls). On average, it takes twice as long to build a mastercraft object as it does to build an ordinary object of the same type. The cost to build a mastercraft object is equal to the cost of the object (or its components) plus the bonus provided by the mastercraft feature: +1 costs and additional 100ℓ, +2 costs 250ℓ, and +3 costs 500ℓ.

The d20 Modern system, logo, and all core materials are © 2000, Wizards of the Coast, Inc. d20 Future is © 2004, Wizards16 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. 17 s s r r e e t

In addition to the cost, you must also pay a cost in XP equal to 250 times the bonus provided by the t c mastercraft feature. The XP points must be paid before making the Craft check. If the expenditure of these XP c a would drop you below the minimum needed for your current Lv, then the XP cannot be paid and you cannot a r make the mastercraft object (until you have enough XP to remain at your current Lv after paying the cost). r a Apply the following modifiers to the Craft check DC for mastercraft items: a h h C Mastercraft Feature DC modifier C +1 +3 +2 +5 +3 +10

You can add the mastercraft feature to an existing ordinary object, or a lower grade mastercraft object by paying costs and making checks as if you were crafting the object from scratch.

Planetary Adaptation Your physiology has been altered by life on a planet with a harsh climate or adverse environmental conditions. Examples of each type are given in parentheses. Benefit: You gain one of the benefits listed below, depending on your homeworld: Barren World (Aquas, Titania, Venom): You gain a +4 bonus to all Survival checks and to Constitution checks against starvation and/or thirst. Cold World (Aquas, Fortuna): You gain a +4 bonus to Fortitude saves vs. extreme cold, as well as Cold Resistance 5. High-G World (Venom): you gain a +2 bonus to your Strength. Reduce your base height by six inches. Hot World (Katina, Papetoon, Titania, Venom): You gain a +4 bonus to Fortitude saves vs. extreme heat, as well as Fire Resistance 5. Low-G World (Fortuna, Macbeth, Papetoon): You gain a +2 bonus to your Dexterity. Increase your base height by six inches. Water World (Aquas): You gain a +4 bonus to Swim checks and can hold your breath for a number of rounds equal to twice your Constitution score. Special: You may only take this feat at 1st level. You may take it more than once at this time, however, if you are allowed more than one feat. Each time you choose this feat, you gain a different benefit. All benefits are subject to GM discretion.

Salvage You can salvage gadgets from wrecked Androids, Mechs, Starships, Vehicles, and Cyborgs. Benefit: Salvaging takes time as noted in the following table. At the end of this time, make a Search check. If the check succeeds, you gain ℓ as noted, either from selling the parts or putting them to use in a future project.

Type Time DC ℓ Vehicle ------ Huge or smaller 30min. 15 100  Gargantuan 1hr. 20 200  Colossal 3hrs. 25 300 Mech ------ Huge or smaller 30min 25 200  Gargantuan 1hr. 30 400  Colossal 3hrs. 35 600 Starship ------ Huge 1hr. 30 300  Gargantuan 3hrs. 35 500  Colossal 6hrs. 40 800 Android ------ Tiny or smaller 10min. 20 100  Small to Large 30min. 25 200  Huge or larger 1hr. 30 300

Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo. Cyberware ------ Replacement 10min. 15 100  Attachment 30min. 20 200

Special: A particular Android, Mech, Starship, Vehicle, or piece of Cyberware can only be salvaged once. Any further attempts to salvage parts from the wreckage fail automatically.

Spacer You have a special affinity for spacecraft and space travel. Benefit: You gain a +2 bonus to Computer Use checks made to use onboard spacecraft systems, Navigate checks to pilot a capital ship, and all Pilot checks made to fly a spacecraft.

Starship Battle Run You are skilled at starship skirmish tactics, zipping in and out of an enemy’s sights. Prerequisites: Dexterity 13, Starship Dodge, Starship Mobility. Benefit: When using an attack action with a starship ranged weapon, you can move both before and after the attack, provided that the total distance does not exceed the starship’s tactical speed. Moving in this way does not provoke an attack of opportunity from the defender you are attacking (though it can provoke attacks of opportunity from other nearby starships).

Starship Dodge You are adept at dodging attacks while piloting starships. Prerequisites: Dexterity 13, Pilot 6 ranks, Starship Operation (of the appropriate type). Benefit: When piloting a starship of a type with which you are proficient (see Starship Operation, below), you apply a +1 Dodge bonus to your ship’s Defense against attacks from one enemy starship you designate during your action. You can select a new enemy starship on any action.

Starship Feint You are skilled at misleading your enemy in starship combat. Prerequisites: Pilot 9 ranks, Starship Operation (of the appropriate type). Benefit: When piloting a ship with which you are proficient (see Starship Operation, below), you can make a Bluff check in starship combat as a move action. In addition, you receive a +2 bonus on Bluff checks made to feint in starship combat. See the expanded Bluff skill (page 15) for details.

Starship Gunnery You are proficient with starship weapon systems. Benefit: You do not take a penalty on attack rolls when firing a starship weapon. Normal: Without this feat, you take a -4 Nonproficient penalty to attack rolls when firing a starship weapon.

Starship Mobility You are adept at dodging attacks while piloting starships. Prerequisites: Dexterity 13, Starship Dodge. Benefit: When piloting a starship with which you are proficient (see Starship Operation, below), you apply a +4 Dodge bonus to your ship’s Defense against attacks of opportunity caused when you move out of or within a starship’s threatened area. Any condition that makes you lose your Dexterity modifier to Defense also makes you lose your Dodge bonuses. Dodge bonuses (such as this one and the one granted by the Starship Dodge feat) stack, unlike most other bonuses.

Starship Operation Select one of the starship classes detailed on page 62. You are proficient at operating starships of that class. Alternately, your GM may allow you to use the starship types detailed on page 118 in d20 Future. Prerequisite: Pilot 2 ranks. Benefit: When operating a starship of the selected class, you take no penalty to Pilot checks made when operating the starship, and you also apply your full Class Bonus to AC to the ship’s Defense.

The d20 Modern system, logo, and all core materials are © 2000, Wizards of the Coast, Inc. d20 Future is © 2004, Wizards18 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. 19 s s r r e e t

Normal: Without this feat, you take a -4 Nonproficient penalty to Pilot checks made to operate a starship, t c and you only apply ½ your Class Bonus to Defense (rounded down) to the ship’s Defense. c a Special: You can gain this feat multiple times. Each time you take this feat, it applies to a different class a r of starship. r a a h h C Advanced Classes C

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 highest- ranking and most revered soldiers in the army, and are feared in the enemy ranks. The fastest path into this class is through the Strong Hero, though other paths are possible.

Requirements Base Attack Bonus: +3 Skills: Knowledge (technology) 3 ranks, Knowledge (tactics) 6 ranks. Feats: Armor Proficiency (Medium), Personal Weapons Proficiency.

Class Information Hit die: 1d10 Action Points per Level: 6 + ½ character level. Class Skills: Climb, Drive, Intimidate, Jump, Knowledge (current events, technology, popular culture, tactics), Listen, Profession, Repair, Spot, Survival, Tumble. Special: All Shock Troopers are issued a Powered Flight Garment. This armor is specially sized to the wearer, so it cannot be used by anyone else, and if the wearer gains or loses more than 20 pounds, she must have the armor resized (or a new set made). Additional Skill Points per Level: 3 + INT Modifier. Bonus Feats: Archaic Weapons Proficiency, Armor Proficiency (powered).

The Shock Trooper Class Level Base Attack Fort Ref Will Special Defense Bonus Reputation 1st +1 +2 +0 +0 Bonus feat +1 +1 2nd +2 +3 +0 +0 Weapon Specialization +2 +1 3rd +3 +3 +1 +1 Extra Melee Damage +2 +1 4th +4 +4 +1 +1 Knockdown +3 +2 5th +5 +4 +1 +1 Bonus Feat +4 +2 6th +6 +5 +2 +2 Thruster Burst +4 +2 7th +7 +5 +2 +2 Topple +5 +3 8th +8 +6 +2 +2 Shield Boost +6 +3 9th +9 +6 +3 +3 Bonus Feat +6 +3 10th +10 +7 +3 +3 Supreme Critical +7 +4

Class Features Bonus Feats: These feats can be taken at 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).

Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo. 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. Knockdown: When you make a bull rush attempt against an opponent which pushes him back at least 10ft., you can forgo five feet to make a trip attack that does not provoke an attack of opportunity. Each additional 5ft. of push forgone in this way gives an additional +2 bonus on the trip attempt. Thruster Burst: This ability uses one action point. When in a zero-G environment, the Shock Trooper may temporarily double the thruster speed of her armor for two rounds when heading into combat. This ability cannot be used out of combat or when fleeing. Topple: The Shock Trooper can push foes back harder than expected. If she scores a critical hit, the enemy must make a reflex save equal to the damage dealt from the critical or fall prone. Shield Boost: The Shock Trooper knows her personal shielding system’s intricacies extremely well. Her personal armor’s shield points are increased by 50%, and she gains a +1 Equipment Modifier to AC when shields are active. Supreme Critical: When the Shock Trooper threatens a critical hit, she can roll twice to confirm and take the highest result. Flight Ace

Description This nimble hero delights in flying air and spacecraft of all varieties. His main strength is his “familiar” vehicle, which he has flown for enough time to adjust it to perfection. Fighter Aces fly rings around most other characters, much to their frustration, even in bulky old garbage scows. They tend to live dangerously when flying, using their knowledge of physics and Technology to calculate maneuvers other pilots wouldn’t dream of. The fastest path into this class is through the Fast Hero, though other paths are possible.

Requirements Skills: Pilot 6 ranks, Knowledge (technology) 3 ranks, Knowledge (physics) 3 ranks. Feats: Spacecraft Operation

Class Information Hit die: 1d8 Action Points per Level: 6 + ½ character level Class Skills: Bluff, Computer Use, Craft (mechanical, electronic), Drive, Gamble, Hide, Knowledge (current events, physics, technology, tactics), Navigation, Pilot, Read/Write Language, Repair, Spot, Survival, Tumble. Additional Skill Points per Level: 5 + INT modifier

The Flight Ace Class Level Base Attack Fort Ref Will Special Defense Bonus Reputation 1st +0 +0 +2 +1 Flight Dodge +1 +1 2nd +1 +0 +3 +2 Familiarity +1 +1 +1 3rd +2 +1 +3 +2 Fly-By Attack +2 +2 4th +3 +1 +4 +2 Familiarity +2 +2 +2 5th +3 +1 +4 +3 Evasive Action +3 +3 6th +4 +2 +5 +3 Familiarity +3 +3 +3 7th +5 +2 +5 +4 Engine Override +4 +4 8th +6 +2 +6 +4 Familiarity +4 +4 +4 9th +6 +3 +6 +4 Improved Evasive Action +5 +5 10th +7 +3 +7 +5 Familiarity +5 +5 +5

The d20 Modern system, logo, and all core materials are © 2000, Wizards of the Coast, Inc. d20 Future is © 2004, Wizards20 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. 21 s s r r e e t

Class Features t c Fighter Dodge: A combination of nimble, darting maneuvering and pure velocity make the Fighter Ace a c a difficult target. When flying any fighter craft, either in air or space, he gains a +2 to Defense. a r Familiarity: Starting at 2nd Level, a Fighter ace gains a bonus on pilot and repair checks when used on a r a vehicle he designates as familiar. The same bonus is applied to his attacks with his fighter’s weaponry, and to a h the vehicle’s Defense. This bonus starts at +1 at 2nd level, and increases by +1 every two levels thereafter. The h C Fighter ace must have operated his vehicle for at least 3 months, and if he switches to one of a different size or C new model family (or any test craft), he must spend 3 months becoming familiar with it. He can be familiar with only one craft at a time. Fly-By Attack: Starting at 3rd level, the Flight Ace can take a move action (including a dive) when piloting any flying craft, and an attack action at any point throughout the move. The Flight Ace cannot take a second move action in that round. Evasive Action: At 5th level, the Flight Ace can make a Pilot check opposing an enemy attack roll. If this roll is successful, the damage dealt to the Flight Ace’s craft is halved (minimum 1 pt, round down). This ability may not be used in conjunction with the Arwing and Wolfen “Shield Roll” maneuver. Engine Override: At 7th level, the Flight Ace knows his engines well enough to cautiously overstep safety limits for a short period of time. He can increase his flight speed by ½ for one round per Flight Ace class level. This deals 2d6 points of damage to his vehicle per round, ignoring hardness and shields. Improved Evasive Action: At 9th level, Flight Aces’ evasive action improves. A successful Pilot check negates all damage (normal only halves it). Cyborg

Description The cyborg breaks the boundaries between animal and machine. Cyborgs are either soldiers or scientists who have fused cutting-edge equipment to their bodies, sometimes even becoming more machine than animal as equipment is added to keep their damaged bodies functioning. Cyborgs may implant or develop only so much “Cyberware” at a time, due to the physical stress placed on one’s body. This class can soak up damage like a sponge, but most people are wary of them – they appear too “foreign” and unnatural. The fastest path into this class is through the Tough Hero, though other paths are possible.

Requirements Base Attack Bonus: +2 Feat: Endurance Skill: Knowledge (technology) 3 ranks Special: Must have been reduced to -1 or fewer hit points, then restored to full health in a high-tech hospital (including well-equipped sickbays with micro- and nanosurgical tools).

Class Information Hit Die: 1d12 Action Points per Level: 6 + ½ character level Class Skills: Computer Use, Craft (electronic, pharmaceutical), Disguise, Drive, Knowledge (technology, current events), Pilot, Read/Write Language, Repair, Speak Language, Treat Injury. Additional Skill Points Per Level: 3 + INT modifier

The Cyborg Class Level Base Attack Fort Ref Will Special Defense Bonus Reputation 1st +0 +2 +0 +0 Cyberware +1 +0 2nd +1 +3 +0 +0 Bonus Feat +1 +0 3rd +2 +3 +1 +1 Cyberware +2 -1 4th +3 +4 +1 +1 Cyberware +2 -1 5th +3 +4 +1 +1 Bonus Feat +3 -1 6th +4 +5 +2 +2 Cyberware +3 -2 7th +5 +5 +2 +2 Cyberware +4 -2 8th +6 +6 +2 +2 Bonus Feat +4 -2 9th +6 +6 +3 +3 Cyberware +5 -3

Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo. 10th +7 +7 +3 +3 Cyberware +5 -3

Class Features Cyberware: Each time this class feature is earned, the Cyborg may choose to add a new piece of Cyberware or upgrade an existing one (see Chapter 8: Cyberware). Bonus Feats: Bonus feats can be taken at 2nd, 5th, and 8th level. They must be from the following list: Alertness, Athletic, Blind-fight, Builder, Cautious, Cybertaker, Focused, Great Fortitude, Lightning Reflexes, Meticulous, Toughness. Engineer

Description As the years have passed, the large corporations which built military aerospace vehicles have looked to design and build new craft in a more organic, aesthetically pleasing manner. You are one of those people, either with or without a contract, and you may have a few specialized components to your name. People from all around the system call on you for special work, and you make more money than your old boss ever thought possible. The fastest path into this class is through the Smart Hero, though other paths are possible.

Requirements Skills: Computer Use 7 ranks, Craft (electronics) 7 ranks, Disable Device 5 ranks.

Class Information Hit Die: 1d6. Action Points per Level: 6 + ½ character level. Class Skills: Computer Use, Craft (electronic, mechanical), Demolitions, Disable Device, Drive, Knowledge (earth and life sciences, physical sciences, pop culture, technology), Navigate, Pilot, Read/Write Language, Repair, Research, Search, Speak Language. Additional Skill Points per Level: 7 + INT modifier.

The Engineer Class Level Base Attack Fort Ref Will Special Defense Bonus Reputation 1st +0 +0 +0 +2 Bonus Feat +1 +0 2nd +1 +0 +0 +3 Extreme Weapons System +1 +0 3rd +1 +1 +1 +3 Bonus Feat +2 +1 4th +2 +1 +1 +4 Build Weapons System +2 +1 5th +2 +1 +1 +4 Bonus Feat +3 +1 6th +3 +2 +2 +5 Extreme Flight Control +3 +2 7th +3 +2 +2 +5 Bonus Feat +4 +2 8th +4 +2 +2 +6 Build Avionics +4 +2 9th +4 +3 +3 +6 Bonus Feat +5 +3 10th +5 +3 +3 +7 Craft Design Genius +5 +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 Craft/Repair DC Break Chance (d%) +1 Damage 15 01-25 +2 Damage 20 01-50 +3 Damage 25 01-75 The d20 Modern system, logo, and all core materials are © 2000, Wizards of the Coast, Inc. d20 Future is © 2004, Wizards22 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. 23 s s r r e e t

+500ft. range 15 01-25 t c +1000ft. range 25 01-50 c a +1 to Attack 20 01-25 a r +2 to Attack 25 01-50 r a +3 to Attack 30 01-75 a h h

th C Build Weapons System: At 4 level, the Engineer can build either a vehicle weapon or its requisite fire C control system from off-the-shelf parts, time, and elbow-grease. The cost in Liras is halved, and it costs 1/10 its price in XP. It takes one day to build the device per 1,000 Liras of the original price. Extreme Avionics/Engineering: This class feature, obtained at 6th level, functions similarly to the Extreme Weapons System, except it only works on Craft (avionics) and Craft (engines). If repairs are needed on the vehicle’s onboard Avionics, all pilot checks take a -10 until the craft is repaired. If you took the speed boosts below, your engines could cut out completely until repaired. In the atmosphere, the pilot is required to make a Pilot check each round (DC 15). If it is successful, the vehicle drops 1 flight square in altitude, and glides 2 flight squares forward. If failed, the craft tumbles, falling 2 squares downward each round until control is re- established with a Pilot check (DC 20). To land when gliding, a Pilot check (DC 25) must be made. If this check fails, or the craft is falling out of the sky, a Dexterity check (DC 10) must be made to rapidly yank the eject handle. If the craft hits the ground, it crumples and may explode (20% chance), most likely killing the occupants.

Improvement Craft/Repair DC Break Chance (d%) +2 Bonus on Pilot Checks 15 01-25 +4 Bonus on Pilot Checks 20 01-50 +6 Bonus on Pilot Checks 25 01-75 +1/1 Flight Speed 15 01-25 +2/2 Flight Speed 25 01-50 +3/3 Flight Speed 35 01-75

Build Avionics: This feature works just like the Build Weapons Feature, and is gained at 8th level. The rules are just the same as above. Craft Design Genius: The Engineer can build vehicles from scratch, at 10th level. The construction cost is 1,000ℓ per point of CR, and no Credit Rating is required. Construction time is three factors higher than the factory-produced model (2-4 weeks for a Fighter, 2-3 months for a Mech or Bomber). Also, these vehicles are slightly more prone to accidents than the factory-built ones, so it must spend one hour in maintenance for every ten hours in the air (or space). Sleeper Agent

Description The sleeper agent is one thing the Cornerian government rarely talks about. This spy, created by a combination of hypnosis, psychology, nanomedicine, and neuroscience is the most capable espionage tool, capable of being deployed to a position years in advance. This is a spy who does not know it. Sleeper agents are “programmed” with hundreds of code words, cover identities, drop points, and other tools of the spy trade. Only a coded message can unlock this knowledge, and it is forgotten when the assignment is over. This works well only in theory, as the brain is not perfect. Player characters are “imperfect” – they dream of people they have never met, and a casual conversation could potentially unlock a torrent of classified information. The Venomians used huge numbers of these agents during the Lylat Wars, but many had identity crises and spurned the regime that birthed them. The fastest path into this class is through the Dedicated Hero, though other paths are possible.

Requirements Skills: Concentration 4 ranks, Sense Motive 6 ranks. Feats: Alertness or Attentive.

Class Information Hit Die: 1d6.

Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo. Action Points: 6 + ½ 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. The Sleeper Agent Class Level Base Attack Fort Ref Will Special Defense Bonus Reputation 1st +0 +2 +2 +0 Extra Occupation +1 +0 2nd +1 +3 +3 +0 Autohypnosis +1 +0 3rd +2 +3 +3 +1 Contact, low-level +2 +1 4th +3 +4 +4 +1 Extra Occupation +2 +1 5th +3 +4 +4 +1 Extra Talent +3 +1 6th +4 +5 +5 +2 Contact, mid-level +3 +2 7th +5 +5 +5 +2 Extra Occupation +4 +2 8th +6 +6 +6 +2 Extra Talent +4 +2 9th +6 +6 +6 +3 Contact, high-level +5 +3 10th +7 +7 +7 +3 Extra Occupation +5 +3

Class Features Extra Occupation: At 1st, 4th, 7th, and 10th level, the Sleeper Agent gains access to one of her alternate identities. In addition to a crushing amount of personal material, she can gain the knowledge associated with the occupation, such as the added class skills and feats. Despite this, there is no wealth bonus gained for occupations other than your starting one. Autohypnosis: At 2nd level, the Sleeper Agent obtains Autohypnosis as a class skill (she may buy ranks normally for this skill):

Autohypnosis (Wis) You have trained your mind to resist certain injuries and threats while also gaining a few select benefits. Trained only Check: The DC and effect depend on the task you attempt.

Task DC Memorize 15 Tolerate Poison Poison’s DC Willpower 20 Scour deep memories 20

Memorize: You can attempt to memorize a long string of numbers, a long passage of verse, or a particularly difficult piece of information. Each successful check allows you to memorize up to 250 words or the equivalent of what could be comfortably contained on a single sheet of paper. You always retain this information; however, you can recall it only with a successful autohypnosis check. Tolerate Poison: In response to being poisoned, you may make an autohypnosis check on your next action. A successful check grants you a +4 morale bonus on your saving throw to resist the poison’s secondary damage. Willpower: If reduced to 0 hit points (disabled), you can perform a strenuous action without taking one point of damage. A failed check has no penalty; you may choose not to perform the action. If you fail and decide to take the action anyway, you take one point of damage (as normal). 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.

The d20 Modern system, logo, and all core materials are © 2000, Wizards of the Coast, Inc. d20 Future is © 2004, Wizards24 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. 25 s s r r e rd e t

Contact: A Sleeper Agent of 3 level or higher knows passwords and other secret signals that tie her into t c a network of associates and informants. Each time the Sleeper Agent gains a contact, the GM should develop a c a supporting character to represent the contact. Not all of these contacts may be sleeper agents themselves, but a r they could be lesser agents with an order to give the customer what she want if she gives you the three-fingered r a handshake. Contacts include journalists, black marketers, street people, store clerks, air taxi drivers and others a h who can provide limited aid and information. A contact will not risk his or her life, or accompany the Sleeper h C Agent on a mission. Contacts may be called once a week, and compensation is required, either as a favor for a C professional, or money for underworld or street contacts. The compensation is 500 Liras for a low-level contact (Lv1-5), 2500 Liras for mid-level (Lv6-10), and 15000 Liras for high-level (Lv11+) contacts. Extra Talent: At 5th and 8th level, the sleeper agent gains a bonus talent, which can be chosen from a base class in which the character has at least one level. The character must meet the prerequisites normally. Wing Commander

Description Due to the cost and trouble of equipping and deploying small fighter units, a leader with a decisive, strategic mind is required – it can be hard to plan tactics and come away with as little damage as possible to your craft. Wing Commanders are the jack-of-all-trades “coach” for a fighter wing, powered armor team, or even a space combat infantry unit. They are entrusted with the responsibility of keeping the vehicles in order, overseeing repairs when they take damage, and see that the pilots make it home safely. There is a loss of specialization associated with this class, but it should be of little consequence. The fastest path into this class is through the Charismatic Hero, though other paths are possible.

Requirements Skills: Diplomacy 6 ranks, Knowledge (tactics) 3 ranks. Feats: Spacecraft Operation or Armor Proficiency (heavy or powered), Renown.

Class Information Hit Die: 1d6. Action Points: 6 + ½ character level. Class Skills: Bluff, Computer Use, Diplomacy, Drive, Gather Information, Intimidate, Knowledge (behavioral sciences, civics, current events, popular culture, strategy), Navigate, Pilot, Read/Write Language, Sense Motive, Speak Language, Spot. Additional Skill Points per Level: 6 + INT modifier.

The Wing Commander Class Level Base Attack Fort Ref Will Special Defense Reputation 1st +0 +0 +1 +2 Leadership +0 +1 2nd +1 +0 +2 +3 Exploit Weakness +1 +2 3rd +2 +1 +2 +3 Bonus Feat +1 +2 4th +3 +1 +2 +4 Plan +1 +3 5th +3 +1 +3 +4 Small-unit Tactics +2 +4 6th +4 +2 +3 +5 No Sweat +2 +4 7th +5 +2 +4 +5 Bonus Feat +2 +5 8th +6 +2 +4 +6 Uncanny Survival +3 +5 9th +6 +3 +4 +6 Sixth Sense +3 +5 10th +7 +3 +5 +7 Fast Tactics +3 +6

Class Features Leadership: By directing the actions of others, a Wing Captain can increase his chance of strategic success. This requires a Diplomacy check (DC 10 + the number of allies to be influenced) and a full round action. A success grants a competence bonus on all of his allies’ skill checks for one minute, or a single task if it takes longer than a minute to complete (the bonus is equal to the Wing Captain’s Charisma modifier). All allies to be affected must be within visual and/or audio range of the Wing Captain, and must be able to understand him (not jammed or garbled).

Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo. Exploit Weakness: At 2nd level, the Wing Captain can designate one opponent and use superior tactics to gain an advantage in a dogfight. The Wing Captain uses a move action and makes an opposed Knowledge (tactics) check. If the check succeeds, the Wing Captain can use his Intelligence modifier instead of his Strength or Dexterity modifier as he finds ways to outthink his opponent and notice weaknesses in their tactics. Bonus Feat: At 3rd and 7th level, the Wing Captain gets a bonus feat. The bonus feat must be selected from the following list: Attentive, Confident, Educated, Iron Will, Jack-of-all-Trades, Personal Firearms Proficiency, Toughness, Trustworthy, Vehicle Expert. Prerequisites must be met. Plan: Prior to a dramatic situation, either combat- or skill-related, the Wing Captain can develop a plan of action to handle the situation. Using this talent requires preparation, and the Wing Captain cannot use this ability when surprised or otherwise unaware of the situation. The Wing Captain makes a Knowledge (tactics) check (DC 20). The result of the check provides the Wing Captain and his allies with a circumstance modifier on skill checks and attack rolls (the amount of deviation from the DC is the modifier – if the check is failed, everybody takes a penalty for following a poor plan). This bonus lasts for three rounds. Small-Unit Tactics: Beginning at 5th level, the Wing Captain can use his tactical knowledge to direct his allies during battle. By using an attack action, the Wing Captain can grant any ally (not including himself) a competence bonus on either attack rolls or vehicle Defense. The bonus is equal to the Wing Captain’s Intelligence bonus, and lasts for a number of rounds equal to 1d4 + the Wing Captain’s Charisma modifier. 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.

The d20 Modern system, logo, and all core materials are © 2000, Wizards of the Coast, Inc. d20 Future is © 2004, Wizards26 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. 27 s s r r e e t t c c a a r r a a h h C C

Starfox, the Starfox logo, and all Starfox characters and resources are © Nintendo. ChapterChapter 2:2: CampaignsCampaigns

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 blackmail, deprive the villain of his edge, and keep him temporarily satisfied while doing it. The PCs are seeking shelter from the Common Twists & Themes: The elements or some other threat, and come across a adventure hook involves the PCs doing the villain a place to hole up. They find that they have good turn, which allows him to take advantage of stumbled across something dangerous, secret, or them (very cynical!). To succeed, the PCs must supernatural, and must then deal with it in order to contact other folks that are also being used. The enjoy a little rest. PCs aren't the victims at all, but somebody they Common Twists & Themes: The shelter care about/are charged to protect, is. contains the cause of the threat the PCs were trying to avoid. The shelter houses a Hidden Base (q.v.). Breaking and Entering The PCs must not only struggle for shelter, they must struggle to survive. The place is a legitimate Mission objective: Enter the dangerous shelter of some kind, but the PCs are not welcome, place, and retrieve the vital dingus or valuable and must win hearts or minds to earn their bed for person. Overcome the area's defenses to do so. the night. Common Twists & Themes: The goal is not to extract a thing, but to destroy a thing or Better Late Than Never interfere with a process (kill the force-screen generator, assassinate the evil king, stop the spell Some bad guys have arrived and done from being cast, wreck the invasion plans, close the some bad guy things. The PCs were none the portal). The goal has moved. The goal is wiser. The bad guys have now made good their information, which must be broadcast or otherwise escape, and the PCs have caught wind of it in time released from the area as soon as it is found. The to chase them down before they make it back to job must be done without alerting anyone. The their lair, their home nation, behind enemy lines, PCs don't know the place is dangerous. The PCs etc. must replace the thing with another thing. Common Twists & Themes: The bad guys escaped by stealing a conveyance that the PCs Capture the Flag know better than they do. The bad guys duck down a metaphorical (or literal) side-road, trying to The PCs must secure a military target for hide or blend into an environment (often one the good guys. There are bad guys there that prefer hostile to the PCs). If the bad guys cross the not to be secured. The fundamental tactical adventure's "finish line" (cross the county line, scenario. make the warp jump, etc.) there's no way to pursue Common Twists & Themes: The PCs them beyond it. must assemble and/or train a force to do the job with them. The PCs are working with flawed Blackmail intelligence and the target zone isn't as described. The PCs must coordinate their own efforts with an Usually through trickery (but sometimes ally group (possibly putting aside rivalries to do by digging into the PCs' past), an antagonist has so). The target zone includes a population of something to hold over the heads of the PCs and innocent people, fragile goods, or some other make them jump. This could be any kind of threat precious thing that mustn't be harmed in the from physical to social, but it depends on the crossfire. villain having something - even if it's information - that others don't have. Now, he is pulling the Clearing The Hex strings of the PCs, telling them to do things they don't want to. The PCs must end the cycle of The d20 Modern system, logo, and all core materials are © 2000, Wizards of the Coast, Inc. d20 Future is © 2004, Wizards28 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. 29 s s n n g There is a place where bad things live. variable for this type of adventure, from a small- g i The PCs must make it safe for nice people, town murder to a planetwide pollution scandal. i a systematically clearing it of danger. a p Common Twists & Themes: The bad p m things can't be beaten with direct conflict. The PCs m a must learn more about them to solve the problem. Escort Service a C

The Haunted House. The Alien Infestation. The C Wild Forest. The PCs have a valuable object or person, which needs to be taken to a safe place or to its Delver's Delight rightful owner, etc. They must undertake a dangerous journey in which one or more factions The PCs are treasure-hunters, who have (and chance and misfortune) try to deprive them of caught wind of a treasure-laden ruin. They go to the thing in their care. explore it, and must deal with its supernatural Common Twists & Themes: The thing denizens to win the treasure and get out alive. or person is troublesome, and tries to escape or Common Twists & Themes: The sidetrack the PCs. The destination has been treasure itself is something dangerous. The destroyed or suborned by the enemy, and the PCs treasure isn't in a ruin, but in a wilderness or even must take upon themselves the job that either the hidden somewhere "civilized." The treasure is destination or their charge was meant to do when it someone else's rightful property. The treasure got there. The person is a person attempting a turns out to have a will of its own. political defection. Safe arrival at the destination doesn't end the story; the PCs must then bargain Don't Eat The Purple Ones with their charge as their token (exchanging money for a hostage, for instance). The PCs must protect The PCs are stranded in a strange place, the target without the target knowing about it. and must survive by finding food and shelter, and then worry about getting back home. Good Housekeeping Common Twists & Themes: The PCs must survive only for a short period of time, until The PCs are placed in charge of a large help arrives, the ship and/or radio is repaired, or operation (a trading company, a feudal barony, the some such thing (in "repair" scenarios, sometimes CIA) and must, despite lack of experience in such the PCs must discover some fact about the local things, make it work and thrive. environment that will make such repairs possible). Common Twists & Themes: The PCs are brought in because something big is about to Elementary, My Dear happen, and the Old Guard wants a chance to escape. The peasants, neighbors, employees, Watson etcetera resent the PCs, because their method of inheritance looks outwardly bad and everybody

A crime or atrocity has been committed; loved the old boss. the PCs must solve it. They must interview witnesses (and prevent them from being killed), gather clues (and prevent them from being stolen or Help is on the Way ruined). They must then assemble proof to deliver to the authorities, or serve as personal ministers of A person (church group, nation, galaxy) is justice. in a hazardous situation they can't survive without Common Twists & Themes: The PCs rescue. The PCs are on the job. In some scenarios, are working to clear an innocent already accused the hook is as simple as a distant yell or crackly (possibly themselves). The PCs must work distress signal. alongside a special investigator or are otherwise Common Twists & Themes: The saddled with an unwanted ally. Midway through victim(s) is (are) a hostage, or under siege from the adventure, the PCs are "taken off the case" - enemy forces, and the PCs must deal with the their invitation/authority to pursue the matter is captors or break the siege. There is a danger that closed (often the result of political maneuvering by any rescue attempts will strand the rescuers in the an antagonist). The climax is a courtroom scene or same soup as the rescuees, compounding the other arena of judgment. The scale is highly 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 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. something reasonable and/or safe. The threat isn't Long Or Short Fork When villain-oriented at all; it's a natural disaster, nuclear meltdown, or disease outbreak. The rescuees can't Dining On Elf? leave ; something immobile and vital must be tended to or dealt with at the adventure location. The PCs are a diplomatic vanguard, trying The PCs begin as part of the rescuees, and must to open up (or shore up) either political or trade escape and gather forces or resources to bring back relations with a strange culture. All they have to and proceed as above. do is manage for a day or so among the strange customs without offending anybody…and what information they have is both incomplete and Hidden Base dangerously misleading. Common Twists & Themes: The PCs

The PCs, while traveling or exploring, were chosen by somebody who knew they weren't come across a hornet's nest of bad guys, preparing prepared for it - an NPC trying to sabotage the for Big Badness. They must either find some way works (pinning this villain might be necessary to to get word to the good guys, or sneak in and avert disaster). disable the place themselves, or a combination of both. Common Twists & Themes: The PCs Look, Don't Touch must figure out how to use local resources in order to defend themselves or have a chance against the The PCs are working surveillance – spying inhabitants. 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 How Much For Just The the rule that they are only to watch, listen and Dingus? learn. They are not to make contact or let themselves be known. Within a defined area, something Common Twists & Themes: The target important and valuable exists. The PCs (or their gets itself in trouble and the PCs must decide employers) want it, but so do one or more other whether to break the no-contact rule in order to groups. The ones that get it will be the ones that mount a rescue. can outthink and outrace the others, deal best with the natives of the area, and learn the most about Manhunt their target. Each competing group has its own agenda and resources. Someone is gone: They've run away, Common Twists & Themes: The natives gotten lost, or simply haven't called home in a require the competing factions to gather before while. Somebody misses them or needs them them as pals to state their cases. The valuable returned. The PCs are called in to find them and thing was en route somewhere when its bring them back. conveyance or courier wrecked or vanished. Common Twists & Themes: The target has been kidnapped (possibly to specifically lure I Beg Your Pardon? the PCs). The target is dangerous and escaped from a facility designed to protect the public. The The PCs are minding their own business target is valuable and escaped from a place when they are attacked or threatened. They don't designed to keep him safe, cozy, and conveniently know why. They must solve the mystery of their handy. The target has a reason for leaving that the attacker's motives, and in the meantime fend off PCs will sympathize with. The target has stumbled more attacks. They must put two and two together across another adventure (either as protagonist or to deal with the problem. victim), which the PCs must then undertake Common Twists & Themes: The PCs themselves. The missing "person" is an entire have something that the bad guys want - but they expedition or pilgrimage of some kind. The target don't necessarily realize it. The bad guys are out isn't a runaway or missing/lost - they're just for revenge for a dead compatriot from a previous someone that the PCs have been hired to track adventure. The bad guys have mistaken the PCs down (possibly under false pretenses). for somebody else. Missing Memories

The d20 Modern system, logo, and all core materials are © 2000, Wizards of the Coast, Inc. d20 Future is © 2004, Wizards30 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. 31 s s n n g One or more of the PCs wakes up with no of the PCs' enemies were transported along with g i memory of the recent past, and now they find them (or separately), and now they have a new i a themselves in some kind of trouble they don't battleground, and innocents to convince which a p understand. The PCs must find the reason for the guys are the good guys. p m memory lapse, and solve any problems they m a uncover in the meantime. a

C Common Twists & Themes: The C forgetful PCs voluntarily suppressed or erased the memories, and they find themselves undoing their Ounces of Prevention own work. A villain or organization is getting ready Most Peculiar, Momma to do something bad, and the PCs have received a tip-off of some sort. They must investigate to find Something both bad and inexplicable is out more about the caper, and then act to prevent it. happening (racial tension is being fired up in town, Common Twists & Themes: The initial all the power is out, the beer supply is drained, it's tip-off was a red herring meant to distract the PCs snowing in July, Voyager still has fans, hordes of from the actual caper. There are two simultaneous aliens are eating all the cheese), and a lot of people Bad Things on the way, and no apparent way to are very troubled by it. The PCs must track the both of them - how to choose? phenomenon to its source, and stop it. Common Twists & Themes: The PCs Pandora's Box are somehow unwittingly responsible for the whole thing. What seems to be a problem of one nature Somebody has tinkered with Things Man (technological, personal, biological, chemical, Ought Not, or opened a portal to the Mean People magical, political, etc) is actually a problem of an Dimension, cracked a wall at the state prison, or alternate one. summoned an ancient Babylonian god into a penthouse. Before the PCs can even think of No One Has Soiled The confronting the source of the trouble, they must deal with the waves of trouble already released by Bridge it: monsters, old foes out for vengeance, curious The PCs are assigned to guard a single aliens who think cars/citizens/McDonald's vital spot (anything from a mountain pass to a solar hamburgers resemble food, and so forth. system) from impending or possible attack. They Common Twists & Themes: The PCs must plan their defensive strategy, set up watches, can't simply take the released badness to the mat; set traps, and so on, and then deal with the enemy they have to collect it and shove it back into the when it arrives. source before it the adventure can really end. The Common Twists & Themes: The PCs are drawn in to the source and must solve intelligence the PCs was given turns out to be problems on the other side before returning to this faulty, but acting on the new information could one. A secret book, code, or other rare element is result in greater danger - but so could not acting on necessary to plug the breach (maybe just the fellow it, and the PCs must choose or create a who opened it). A close cousin to this plot is the compromise. The PCs learn that the enemy has basic "somebody has traveled into the past and good and sympathetic reason for wanting to messed with our reality" story. destroy the protected spot. Quest For the Sparkly Not In Kansas Hoozits

The PCs are minding their own business Somebody needs a dingus (to fulfill a and find themselves transported to a strange place. prophecy, heal the monarch, prevent a war, cure a They must figure out where they are, why they are disease, or what have you). The PCs must find a there and how to escape. dingus. Often an old dingus, a mysterious dingus, Common Twists & Themes: They were and a powerful dingus. The PCs must learn more brought there specifically to help someone in about it to track it down, and then deal with taking trouble. They were brought there by accident, as a it from wherever it is. by-product of something strange and secret. Some

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. Common Twists & Themes: The dingus The PCs are participants in a race, contest, is incomplete when found (one of the most tournament, scavenger hunt or other voluntary bit irritating and un-fun plot twists in the universe). of sport. They must win. Somebody already owns it (or recently stole it, Common Twists & Themes: The other sometimes with legitimate claim or cause). The contestants are less honest, and the PCs must dingus is information, or an idea, or a substance, overcome their attempts to win dishonestly. The not a specific dingus. The PCs must "go PCs are competing for a deeper purpose than undercover" or otherwise infiltrate a group or victory, such as to keep another contestant safe, or society, gaining the dingus by guile or stealth. spy on one, or just to get into the place where the event goes down. The PCs don't wish to win; they Recent Ruins just wish to prevent the villain from winning. The event is a deliberate test of the PCs abilities (for A town, castle, starship, outpost, or other entry into an organization, for example). The event civilized construct is lying in ruins. Very recently, becomes more deadly than it's supposed to. it was just dandy. The PCs must enter the ruins, explore them, and find out what happened. Stalag 23 Common Twists & Themes: Whatever ruined the ruins (including mean people, weird The PCs are imprisoned, and must radiation, monsters, a new race, ghosts) is still a engineer an escape, overcoming any guards, threat; the PCs must save the day. The inhabitants automatic measures, and geographic isolation their destroyed themselves. The "ruins" are a derelict prison imposes on them. ship or spaceship, recently discovered. The "ruin" Common Twists & Themes: Something is a ghost town, stumbled across as the PCs travel - has happened in the outside world and the prison but the map says the town is alive and well. security has fallen lax because of it. The PCs have been hired to "test" the prison - they aren't normal Running the Gauntlet inmates. Other prisoners decide to blow the whistle for spite or revenge. The PCs are The PCs must travel through a hazardous undercover to spy on a prisoner, but are then area, and get through without being killed, robbed, mistaken for real inmates and kept incarcerated. humiliated, debased, diseased, or educated by The PCs must escape on a tight schedule to get to whatever is there. The troubles they encounter are another adventure outside the walls. rarely personal in nature - the place itself is the "villain" of the adventure. Take Us To Memphis And Common Twists & Themes: The place isn't dangerous at all, and the various "dangers" are Don't Slow Down actually attempts to communicate with the party by The PCs are on board a populated some agent or another. conveyance (East Indiaman, Cruise Ship, Ferry, Sleeper Starship), when it is hijacked. The PCs Safari must take action while the normals sit and twiddle. Common Twists & Themes: The The PCs are on a hunting expedition, to "hijackers" are government agents pulling a capture or kill and elusive and prized creature. complicated caper, forcing the PCs to choose sides. They must deal with its environment, its own The hijackers don't realize there is a secondary ability to evade them, and possibly its ability to danger that must be dealt with, and any attempt to fight them. convince them is viewed as a trick. The normals Common Twists & Themes: The are unhelpful or even hostile to the PCs because creature is immune to their devices and weapons. they think the PCs are just making matters worse. There are other people actively protecting the creature. The creature's lair allows the PCs to stumble onto another adventure. Troublemakers A bad guy (or a group of them, or multiple Score One for the Home parties) is kicking up a ruckus, upsetting the Team 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.

The d20 Modern system, logo, and all core materials are © 2000, Wizards of the Coast, Inc. d20 Future is © 2004, Wizards32 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. 33 s s n n g Common Twists & Themes: The PCs PCs' conveyance or communication equipment, in g i must not harm the perpetrator(s); they must be which case this becomes Don't Eat the Purple i a bagged alive and well. The bad guys have Ones. a p prepared something dangerous and hidden as p m "insurance" if they are captured. The "bad guy" is We're On The Outside m a a monster or dangerous animal (or an intelligent a Looking In C creature that everybody thinks is a monster or C animal). The "bad guy" is a respected public figure, superior officer, or someone else abusing Any of the basic plots in this list can be their authority, and the PCs might meet hostility reengineered with the PCs on the outside of it. from normally-helpful quarters who don't accept Either the PCs are accompanying other characters that the bad guy is bad. A balance of power in the midst of such a plot (often being called on to perpetuates the trouble, and the PCs must choose defend the plot from the outside, as it were), or sides to tip the balance and fix things. The they are minding their own business when the "trouble" is diplomatic or political, and the PCs others involved in the plot show up, and must pick must make peace, not war. 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 Uncharted Waters group arrives. If the "the PCs are unwelcome" variant is employed, then perhaps the PCs will be

The PCs are explorers, and their goal is to the only voice of reason to still the religious fervor, enter an unknown territory and scope it out. racial prejudice, anti-monster sentiment, or Naturally, the job isn't just going to be surveying whatever else is the source of conflict. and drawing sketches of local fauna; something is Common Twists & Themes: The PCs there, something fascinating and threatening. find themselves on the receiving end of the

Common Twists & Themes: Either the adventure. Take any of the plots here and reverse place itself is threatening (in which case the PCs them, placing the PCs in the position where NPCs must both play National Geographic and (often the villain, fugitive, etcetera) normally are. simultaneously try to escape with their skin, sanity, Instead of hunting, they must be hunted. Instead of and credit rating) or the place itself is very valuable fixing, they must avoid getting "fixed" themselves and wonderful, and something else there is keen on (ow). Alternately, leave a classic plot intact but making sure the PCs don't let anyone else know. turn the twists upside down, making them twistier Other potential conflicts involve damage to the (or refreshingly un-twisty).

Tips and Tricks

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

The d20 Modern system, logo, and all core materials are © 2000, Wizards of the Coast, Inc. d20 Future is © 2004, Wizards34 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. 35 s s n n g g i i a a p p m m a a C C

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. 36

E

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p p ChapterChapter 3:3: EquipmentEquipment

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In the d20 Modern Roleplaying Game and d20 Future, equipment uses the Wealth Bonus system. Characters have a Wealth Bonus, and use it to make checks against an items Purchase DC. In Lylat, a currency called the Lira (ℓ, based on an old Earth currency) 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 (ℓ).

Sidearms

Your average, every day, Joe-blow-off-the-street weapons. These can be found anywhere, everybody has one, and they are easy as pie to conceal. All military personnel are trained in their use, and most people have had some experience with them, if only in self-defense.

Sidearms (Require Personal Firearms Proficiency) Weapon Range Type Damage Critical ROF Magazine Size Cost (ℓ) Weight Auto Laser Pistol 40ft. Laser 2d6 20 S, A 50 box M 1200 5lbs. Blaster 20ft. Plasma 2d4* 19-20 S* -- M 900 1lb. Heavy Laser 60ft. Laser 3d6 20 S 30 box M 1200 2lbs. Holdout Laser 20ft. Laser 1d8 20 Single 50 int. T 500 1lb. Laser Pistol 40ft. Laser 2d8 20 S 50 box S 900 2lbs. Mini Laser Pistol 30ft. Laser 2d4 20 S 30 box T 650 1lb.

Laser weapons are the tried and true staple of most military forces and mercenaries. The prime advantages over projectile weapons are their better range and accuracy due to lack of projectile mass – they are unaffected by gravity and wind. Laser weapons are known to be relatively reliable, and pack a 30ft laser sight. Laser weapons draw power from Sarium Krellide power cells, and don’t really have much in the line of magazine limitations – though they do occasionally need recharging. Taim & Beck Corp. is Corneria’s 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 don’t 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.

The d20 Modern system, logo, and all core materials are © 2000, Wizards of the Coast, Inc. d20 Future is © 2004, Wizards36 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. 37 t t n n e Blaster e

m

These are the standard-issue sidearms for all starship-bound forces throughout the system. The MkI fires m p

a small bolt of plasma, and has very little recharge time between shots (2d4 damage, semiauto fire). The MkII p i variant, however, sacrifices this recharge time in return for a more powerful shot, and is often used for personal i u defense and in situations where the first shot is the only one that counts (2d6 damage, single fire). Also u q available is a downgraded MkIa, only capable of temporarily stunning an adversary (deals 2d4 subdual damage) q E – these are usually issued to cadets at military academies, for personal defense. These weapons give way to E 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 “Lady’s 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 Range Type Damage Critical ROF Magazine Size Cost (ℓ) Weight Laser Hunting Rifle 100ft. Laser 3d8 20 Single 4 int. L 2000 10lbs. Laser Rifle 80ft. Laser 3d8 20 S 50 box L 1500 8lbs. Laser Sniper Rifle 120ft. Laser 3d8 20 Single 30 box L 2750 14lbs. Light Laser Rifle 60ft. Laser 3d6 20 S 30 box M 1200 6lbs. Plasma Rifle 80ft. Plasma 3d10 20 S 30 box L 1500 7lbs. Railgun Rifle 100ft. Ballistic 3d12* 20 Single 1 int. H -- 50lbs.

Laser Hunting Rifle The Laser Hunting Rifle is a long-ranged and somewhat bulky weapon, but it reduces size and complexity by using a simple cooling system and an internal power pack. This method reduces magazine size and rate of fire, but the weapon is actually less expensive to manufacture than the laser rifle. It includes an electro-optical scope.

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.

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. 38

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p p Laser sniper rifles are small and light for something of this power and complexity. It is

m m 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).

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t t 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 Range Type Damage Critical ROF Magazine Size Cost (ℓ) Weight Gatling Laser 80ft. Laser 4d8 20 S, A 60 box L 3500 57lbs. Laser Cannon 160ft. Laser 4d8 20 Single 10 int. H 5000 44lbs. Plasma Cannon 75ft. Plasma 2d20 19-20 Single -- H 3500 56lbs. Rail Cannon 135ft. Ballistic 6d12* 20 Single 6 int. H -- 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.

The d20 Modern system, logo, and all core materials are © 2000, Wizards of the Coast, Inc. d20 Future is © 2004, Wizards38 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. 39 t t n n e Plasma Cannon e

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This weapon uses the system of the Blaster, rather than the Plasma Rifle. This comes with the bonus of m p not needing ammunition or batteries, but the drawbacks of short range and unpredictable field results. This p i weapon suffers a –1 penalty to attack rolls vs. armored targets. i u u q Rail Cannon q E Impressive range and power mark this unusual weapon. Capable of firing an Aluminum dart at up to E 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 Range Type Damage Critical Size Cost (ℓ) Weight Baton -- Bludgeoning 1d4 20 M 40 2lbs. Brass Knuckles -- Bludgeoning --* 19-20 T 30 .5lbs. Chain -- Bludgeoning 1d6/1d6 20 L 30 4lbs. Chainsaw -- Slashing 3d6 20 L 90 10lbs. Club 10ft. Bludgeoning 1d6 20 M 20 6lbs. Knife 10ft. Slashing 1d4 19-20 T 55 1lb. Stun Gun -- Electricity 1d3 20 S 30 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 aviator’s survival knife, to a knife cobbled out of obsidian or sheet metal scraps. Survival Knives are discussed in greater detail under Survival Gear.

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

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. 40

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t t Weapon Range Type Damage Reflex Blast Cost (ℓ) Weight Antimatter Charge -- Concussion 4d12 20 20ft. 400 35lbs. Detcord (50 ft) -- Fire 1d6 12 5ft. 70 5lbs. Dynamite (12) 5ft. Concussion 1d6 15 5ft. 200 3lbs. Grenade Rounds (6) -- Slashing 3d6 14 10ft. 650 2lbs. Grenade, Fragmentation (6) 10ft. Piercing 4d6 15 20ft. 500 2lbs. Grenade, Plasma Burst (6) 10ft. Plasma 4d6 15 15ft. 500 2lbs. Grenade, Smoke (6) 10ft. ------120 2lbs. Grenade, Tear Gas (4) 10ft. ------20ft. 200 2lbs. Grenade, Thermite (4) 10ft. Fire 6d6 12 5ft. 900 2lbs. Grenade, WP (6) 10ft. Fire 2d6 15 15ft. 500 2lbs. Plasma Charge(4) -- Plasma 6d8 20 10ft. 200 2lbs. Plasma Demolitions Charge -- Concussion 4d6 20 20ft. 150 1lb. Plasma Rail Gun Round (10) -- Plasma 1d12* 18 5ft. 275 1lb.

Dynamite This stick of chemical explosive is a centuries-old standby. It has a fuse that can be trimmed to go off 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.

The d20 Modern system, logo, and all core materials are © 2000, Wizards of the Coast, Inc. d20 Future is © 2004, Wizards40 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. 41 t t n n e Grenade, Thermite e

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Thermite grenades are one sparkler, king size, with a detonator. Throw one of these down an artillery m p

cannon barrel for a nice light show. Very nasty effects on personnel, but better served as an anti-material p i device. A reflex save (DC 20) prevents those within the burst radius from catching on fire. i u u q Grenade, WP q E The dreaded white phosphorus grenade. This is an incendiary weapon, and allows a Reflex save (DC 15) E 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 don’t fit in the other categories. Some are makeshift weapons, others are simply too rare or difficult to use. Each of them requires an Exotic Weapon Proficiency, or else the user suffers a –4 to all attack rolls.

Exotic Weapons Weapon Range Type Damage Critical ROF Magazine Size Cost (ℓ) Weight Concussion Rifle 20ft. Sonic 2d10‡ 20 Single 5 int. M 3500 18lbs. Flamethrower -- Fire 3d6 20 Single 10 int. L 900 24lbs. Flare Gun 30ft. Fire 1d8 20 Single 1 int. S 36 2lbs. Laser Cutter 5ft. Laser 2d6 20 Single 12 int. S 80 3lbs. Pepper Spray 5ft. ------Single 1 int. D 30 .5lbs. Plasma Cutter 5ft. Plasma 1d12 19-20 single 8 int. M 218 10lbs. Stun Rifle 25ft. Sonic 1d8‡ 20 S 6 int. M 110 14lbs. Taser 5ft. Electricity 1d4‡ 20 Single 1 int. T 55 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.

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. 42

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p p This eye irritant spray, with a maximum range of 5 feet, is small and inexpensive. When hit, the target

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n n This unreliable cutting tool has a maximum range of one increment. It is not as efficient as the Laser

t t equivalent, but it does get the job done. This is the only plasma-based device that does not suffer against armor. 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 don’t know how to use them, but they are no less effective than they were on Earth. They are all covered by the Archaic Weapons Proficiency feat.

Archaic Melee Weapons Weapon Type Damage Critical Size Cost (ℓ) Weight Axe Slashing 1d6 20 M 20 3lbs. Greatsword Slashing 2d6 19-20 L 248 8lbs. Katana Slashing 2d6 19-20 L 200 3lbs. Longsword Slashing 1d8 19-20 M 150 4lbs. Rapier Piercing 1d6 18-20 S 120 3lbs. Shortsword Piercing 1d6 19-20 S 120 2lbs. Staff Concussion 1d6/1d6 20 L 20 4lbs. Wakizashi Slashing 1d6 20/x3 S 150 2lbs.

Axe A sharp cutting head on a wooden or metal shaft. Usually used by woodsmen, but can be turned into a weapon if one finds the need.

Greatsword A Longsword on steroids. These are over 4½ feet long, and weigh a ton. They are ungainly and difficult to use, but do massive damage if you hack something with them.

Katana Ancient Japanese sword. Only sharp on the leading edge.

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.

The d20 Modern system, logo, and all core materials are © 2000, Wizards of the Coast, Inc. d20 Future is © 2004, Wizards42 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. 43 t t n n e Staff e

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A hard wooden rod about 6ft long, sometimes capped with metal on the ends. Functions as a double light m p weapon. p i i u Wakizashi u q Shortsword of the Terran Japanese, often carried along with a Katana. q E E

Archaic Ranged Weapons Weapon Range Type Damage Critical Size Cost (ℓ) Weight Crossbow, Heavy 40ft. Piercing 1d10 19-20 M 90 8lbs. Crossbow, Light 40ft. Piercing 1d8 19-20 S 70 6lbs. Longbow 40ft. Piercing 1d8 20/x3 L 120 5lbs. Shortbow 30ft. Piercing 1d6 20/x3 M 90 3lbs. Sling 15ft. Bludgeoning 1d3 20 T 20 1lb.

Heavy Crossbow Bigger composite weapon that looks somewhat like a rifle.

Light Crossbow Small metal and wood weapon. Operates basically like a Shortbow, but horizontally and via a trigger pull.

Longbow A large bow. Similar to the Shortbow, but six feet long.

Shortbow A small bow. Made from a 4-foot long piece of wood, usually ash or yew, strung with some strong fiber (with modern technology, often Aramid or S-Silk).

Sling A leather pouch and some string. Uses rocks as ammo, and therefore can be used effectively when you’re out of 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 Range Type Damage Critical ROF Magazine Size Cost (ℓ) Weight .22 Holdout Gun 20ft. Ballistic 2d4 20 Single 8 cyl. T 350 1lb. .38 Revolver 30ft. Ballistic 2d6 20 Single 6 cyl. S 350 2lbs. .44 Magnum 40ft. Ballistic 2d8 20 Single 6 cyl. M 500 2lbs. .45 Pistol 30ft. Ballistic 2d6 20 S 8 box M 500 2lbs. 9mm Pistol 40ft. Ballistic 2d6 20 S 15 box M 650 1lb.

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. 44

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m m 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

e e discovered unless a Search or Spot check (depending on circumstances) is made against the Hide check used to

n n conceal the weapon. This weapon is mainly made of plastic, and can pass by sensor scans when unloaded.

t t Fires .22LR ammunition.

.38 Revolver This revolver was designed for police forces, and is a capable sidearm. The slow reload time (unless one uses a speedloader) makes it impractical for combat use, but it has decent firepower. The round has the same rim dimensions as a 9mm, but a longer cartridge and no copper jacket. Fires .38 Special ammunition.

.44 Magnum This is a handheld cannon. It fires the single most powerful round of all handguns, but at a 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 150ℓ (and are much more difficult to find). Fires 9mm Para ammunition.

Projectile Longarms Weapon Range Type Damage Critical ROF Magazine Size Cost (ℓ) Weight 9mm Blaze Gun 40ft. Ballistic 2d6 20 A 50 box L 1500 14lbs. 4.7mm Carbine 60ft. Ballistic 2d8 20 S, A 20 box M 650 6lbs. 4.7mm Rifle 80ft. Ballistic 2d8 20 S, A 30 box L 650 8lbs. .375 Hunting Rifle 90ft. Ballistic 2d10 20 Single 3 int. L 500 10lbs. .50 Sniper Rifle 120ft. Ballistic 2d12 20 S 10 box L 3500 22lbs. 12-ga. Shotgun 30ft. Ballistic 2d8 20 S 6 int. L 500 8lbs.

Krystal poses with Projectile Longarms are rarely found in the military. These weapons have more her Blaze Gun sophisticated onboard electronics than Sidearms, which include a rangefinder (out to 12 range increments), a friend or foe ID receiver, and a 30ft. laser sight. Anyone with a good toolkit or machine shop and a college engineering course can refurbish one of these weapons – many Toads enjoy doing it for “nostalgia”. Refurbishing a junked Projectile Longarm requires a Craft (Mechanical) check, DC 25, and 100ℓ for materials. These weapons gain a +2 Circumstance Bonus to attack rolls against shielded targets, and take a -2 penalty to attack rolls against an adjacent target.

9mm Blaze Gun

The d20 Modern system, logo, and all core materials are © 2000, Wizards of the Coast, Inc. d20 Future is © 2004, Wizards44 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. 45 t t n n e Blaze Guns are oddballs of the currently produced firearms due to their high rate of fire, large magazine, e m

and severe recoil. They are mainly used as suppression weapons, or to provide cover fire (though occasionally m p

as a “room broom”). fires 9mm Para ammunition. p i i u 4.7mm Carbine u q The 4.7mm Carbine is identical to the 4.7mm Rifle, but with a shorter barrel and q E retractable stock.. The magazine is smaller, and the shorter barrel hurts range. Fires E 4.7mm Caseless rounds.

4.7mm Rifle A new spin on an antique weapon used in the early days of Corneria, the 4.7mm Rifle is a well-rounded projectile weapon firing caseless ammunition. This gun has a burst-fire mode. This weapon is commonly manufactured on Macbeth, because its factories are smaller and less advanced. Fires 4.7mm Caseless rounds. .375 Hunting Rifle This longarm has a long barrel, and an electro-optical scope that can increase range increments by a factor of 1.5 with a full round action. Anyone who hunts dinosaurs on Fortuna will have used one of these on several occasions. The weapon has an extremely simple bolt action with few pieces. It is easily repaired and cleaned, but it slows firing rate dramatically. Despite that, it remains reliable under the worst conditions. The internal magazine is clunky to some, but monitoring ammo usage will save you much pain in the field. Fires .375 Magnum rounds.

.50 Sniper Rifle A bulky, bipod-mounted rifle, this gun is unmatched by most projectile weapons in damage and is king of range, except when compared to some lasers and the rocket launcher. An electro- optical sight (same as the Hunting Rifle) increases range by 1.5 times when a target is acquired. It loads from a box magazine, and fires on semiautomatic. This is a maintenance-heavy weapon when conditions are very poor. Fires .50BMG ammunition.

12-ga. Shotgun Military forces and mercenaries use this venerable firearm rarely. It creates a 30ft. long cone of shot that is 15ft. wide at the end (Reflex save for half damage, DC 20). When it is used, it is mainly for door breaching and room clearing. Fires Shotgun Shells.

Projectile Heavy Weapons Weapon Range Type Damage Critical ROF Magazine Size Cost (ℓ) Weight Grenade Launcher 70ft. -- -- 20 Single 6 cyl. L 350* 24lbs. Rocket Launcher 150ft. Concussion 10d6 20 Single 1 int. L 500* 26lbs. .50 Machine Gun 110ft. Ballistic 2d12 20 S, A 200 belt H 3500 35lbs. 1.2” Antitank Rifle 210ft. Ballistic 3d10 20 Single 4 box H 3500 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 Grenade Launcher Laminate Suit 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 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. 46

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e e .50 Machine Gun

n n 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

t t magazine can be fired to create a 20x20 area affected by auto. This gun is used by some militias, and is used as a vehicle weapon in some old-style helicopters and ground vehicles – even a few hovercars sport these. This is the only weapon to still use linked ammunition in a belt, and requires a second person to feed the belt through. If no second is present, the weapon may only be fired on semiautomatic. Fires .50BMG ammunition.

1.2” Antitank Rifle This very large, smoothbore rifle can punch through light armor. Ammo loads through a box magazine, and a tripod mount is needed, unless wielded by a Large-size creature. It uses a special type of ammunition, similar in appearance to a small steel nail with fins. These have an effect very similar to the Rail Cannon when fired, and have an almost flat trajectory. This weapon may ignore 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 Sarium- Krellide 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 Quantity Cost .22LR 50 20 .375 Magnum 20 40 .38 Special 50 30 .44 Magnum 50 30 .45ACP 50 30 .50BMG 10 40 1.2” Flechette 1 7 4.7mm Caseless 20 20 9mm Para 50 30 Arrows 12 70 Bolts 12 55 Flares 3 16 Napalm Canister 1 85 Railgun Bolts 10 120 Railgun Bolts, Plasma-burst 10 275 Rocket 1 125 Shotgun Shells 20 40 SK Fuel Cells 50 50 Stun Cartridge 2 22

The d20 Modern system, logo, and all core materials are © 2000, Wizards of the Coast, Inc. d20 Future is © 2004, Wizards46 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. 47 t t n n e Armor e m m p p

Getting shot is not fun. Getting shot without armor is sure to ruin your day. Therefore, a variety of i i protective items have been produced by various companies to put the odds in your favor. Most armor is u u

classified as one of three classes: q q E Light Armor E Light Armor offers minimal protection, but is lightweight and comfortable. Usually made of ProTech ® Laminate plates or layered Kevlar. It is often used by VIPs and undercover personnel who don’t want to go unprotected, but can’t afford to look conspicuous.

Medium Armor This is the next step up, in both protection and bulk. It is substantially heavier than comparable lighter armor, and usually made from ProTech® layered Kevlar 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) Armor Nonprof. Max Check Name Type Bonus Bonus Dex Penalty Weight Speed Cost (ℓ) Laminate Vest Light +1 +1 +8 -0 4lbs. 30 120  Hazard Vest, Type 1 Light +1 +1 +7 -1 10lbs. 30 200 Laminate Suit Light +2 +1 +6 -0 10lbs. 30 150 IUA Shirt Light +2 +1 +7 -0 2lbs. 30 200 Concealable Vest Light +3 +1 +5 -2 4lbs. 30 350  Steel Plates* Medium +1 +1 -1 -1 4lbs. 20 120  Ceramic Plates* Medium +2 +2 -1 -1 2lbs. 20 275 Flak Vest Light +4 +2 +3 -4 6lbs. 30 650  Steel Plates* Medium +1 +1 -1 -1 4lbs. 20 120  Ceramic Plates* Heavy +2 +2 -1 -1 2lbs. 20 275  Hazard Vest, Type 2 Medium +5 +2 +2 -5 12lbs. 20 380 Tactical Vest Medium +6 +2 +2 -5 10lbs. 20 900  Steel Plates* Heavy +1 +1 -1 -1 4lbs. 20 120  Ceramic Plates* Heavy +2 +2 -1 -1 2lbs. 20 275 Forced Entry Unit Heavy +9 +3 +0 -8 20lbs. 15 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 armor’s usual statistics – therefore, a Flak Vest with a Ceramic Plate has an AC Bonus of +6 and a MAX DEX of +2, and is classified as Heavy Armor. 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 15ℓ.

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. 48

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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 ProTech®’s layered Kevlar torso jacket and ballistic helmet provide protection from a variety of attack types. This armor offers a permanent friend-or-foe identifier (ID imbed required for target acquisition) that can be disabled if necessary. The helmet visor is our new FlashGuard™ auto-darkening carbon nanotube composite, which is as good as a pair of flash goggles. A HyperGlo™ illuminator is installed on the helmet. The Kevlar helmet does not have a layer of ceramic powder or refractive gel, so it provides no protection to energy attacks directed at the wearer’s head (no AC bonus on called headshots).

The d20 Modern system, logo, and all core materials are © 2000, Wizards of the Coast, Inc. d20 Future is © 2004, Wizards48 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. 49 t t n n e e m

Forced Entry Unit m ® p

ProTech has some even stronger armor for the soldier in need of protection. Their heaviest layered p i Kevlar gives full torso protection with groin, neck, and upper arm coverage, along with boots, gloves, and a i u helmet. The helmet has FlashGuard™, a HyperGlo™ illuminator, a rebreather attachment port, and an LSCDS u q transceiver built in, and the vest includes the following equipment: q E E  Rebreather  Flash Goggles  Flashlight  Multitool  Combat Rations (2 days)  Space Blanket  TerSat Receiver  HEV Scanner Pressure Suits

These suits offer some protection against attack, but most of them are designed to protect the user from an entirely different threat – explosive decompression. Few living beings can live in the vacuum of space, as their body’s internal pressure causes them to die an agonizing death by explosion. These suits are reinforced and designed to allow characters to venture forth from the confines of their spacefaring vessel, for whatever reason. All these suits include gloves, boots, and a full-face helmet. Some of these suits are also Powerized, meaning that they have servos and motors to facilitate ease of movement despite immense weight – obviously, this has little effect in zero gravity, but is a terrific boon when onboard a starship. They are often used by boarding crews and heavy assault teams, as they offer the utmost protection along with pressurization, should a mistake cause a hull breach. Like vehicles, these suits have unusual statistics. Speed is given in Character Scale, with the number of rounds of fuel capacity given after. When wearing one of these suits, regardless of armor class, a character’s speed on foot is 15. Each suit has its own Hardness, reflecting the durability of the material and construction. Consumables describes life support systems, including breathing apparatus and a water bladder for drinking. Character cannot eat while in a pressure suit, unless they remove the helmet – assistance. Some suits even include shields, but they are much weaker than those used on vehicles.

Pressure Suits (Each type requires a specific Armor Proficiency feat) Armo r Bonu Nonprof Max Check Name Type s . Bonus DEX Penalty Consumables Hardness HP/SP Weight Speed Cost EPG Light +1 +0 +2 -5 8 hours 2 10/0 75lbs. 20/20 200 SPG Light +2 +1 +1 -4 10 hours 3 15/10 95lbs. 30/30 350 FPG Light +4 +1 +4 -3 6 hours 4 12/20 40lbs. 50/15 275 PWG Medium +5 +1 +4 -4 6 hours 4 25/50 75lbs. 40/25 500 PFA Medium +4 +1 +3 -4 8 hours 4 25/40 60lbs. */* 650 RPG Medium +6 +2 +3 -5 10 hours 4 35/60 65lbs. */* 900 ARPG Heavy +8 +2 +1 -7 20 hours 5 40/80 78lbs. */* 1200 APWG Heavy +9 +3 +1 -7 24 hours 5 42/100 88lbs. */* 1500 Shogun Heavy +10 +3 +0 -8 24 hours 20 40/0 120lbs. */* *

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

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. 50

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t t 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 aren’t always worn.

PFA (Powered Flight Armor) ThunderWear miniaturized impulse drivers to give our customers the best in speed and maneuverability in both atmosphere and space. The suit carries enough power for two hours of flight in its main Sarium-Krellide power cell, and the life support is rated for six hours, with a twenty minute reserve. Helmet is FlashGuard ™ equipped. This suit may travel at very high speeds due to the use of an engine, and consequently does not use Character scale. Its speeds in Air and Space scale are 3 and 2 squares, respectively.

The d20 Modern system, logo, and all core materials are © 2000, Wizards of the Coast, Inc. d20 Future is © 2004, Wizards50 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. 51 t t n n e Items e m m p p

It always pays to have the right tool for the job. It doesn’t hurt to have a place to put it, somewhere to i i spend the night, and something to eat, either. In this section, you’ll find everything your character could u u

possibly need to get on in the world, from backpacks to silencers to hotels to medical expenses. q q E E General Equipment

This section covers the wide variety of general gear available to adventurers of all sorts. Many of the objects in this section are battery-operated. Any device that uses batteries comes with them. As a general rule, ignore battery life – assume that heroes (and their antagonists) are smart enough to recharge or replace their batteries between adventures, and that the batteries last as long as needed during adventures. If battery life is important in the game, roll 1d20 every time a battery-operated item is used. On a result of 1, the batteries are dead and the object is useless. New batteries cost 5ℓ and can be changed as a move action.

Equipment Tables Size: The size category of a piece of equipment helps to determine how easy that object is to conceal, and it also indicates whether using the object requires one hand or two. In general, a character needs only one hand to use any object that is of his or her size category or smaller. Weight: This column gives the item’s weight. Cost: the price tag for the item, in Liras (ℓ). Credit: Some larger items, such as housing, are too costly to measure in Liras. Instead, use a Credit Rating check, with this as the DC.

Computers and Consumer Electronics Item Size Weight Cost (ℓ) PDA Tiny 0.5lbs. 650 PDA Software -- -- 20

PDA Personal data assistants are handy tools for storing data. They can be linked to a notebook or desktop computer to move files back and forth, but can’t be used for Computer Use or Research checks.

PDA Software After having purchased a PDA, you’re probably going to want to put some specialized utilities on it, depending on how you plan to use it. Each of the following programs must be purchased separately, and can be copied from one PDA to another via infrared:

Program Description and Uses Scans for the presence of lifeforms within a 100ft. radius. Computer Use check (DC 15) reveals race BIO1 of lifeform, along with a vague physical analysis. More in-depth medical scan of lifeform, granting a +2 Equipment Bonus to Treat Injury checks. BIO2 Requires BIO1 installed. BioCatalog Library, which also gives brief description with BIO1 scan. Updates catalog every 5 BIO3 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 5’x5’x5’ GEO1 quantity of matter (Using included emitter). GEO2 As BIO3, except for geological forms and occurrences. Scans for atmospheric disturbances. Computer Use check (DC 20) returns an analysis of the MET1 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 PWR1 for concealed energy weapons.

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. 52

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ReBreather This apparatus covers the face and connects to a chemical air filter canister to protect the lungs and eyes from toxic gases. It provides total protection from eye and lung irritants. The filter canister lasts for 12 hours of use. Changing a filter is a move action. The Cost for one extra filter canister is 6ℓ. This item does not permit underwater breathing, and cannot be used in conjunction with SCUBA gear.

Survival Knife This knife is specifically designed to aid in wilderness survival. It has a sharp leading edge, a serrated trailing edge for cutting rope (+2 to Use Rope checks involving cutting), a sharpening stone in the sheath, and a survival kit hidden within the grip. This kit contains:

 Compass  Fishing kit  Litmus paper (1)  Matches, waterproof (3)  Sewing kit

This kit may be removed, and the grip can then store one object of Diminutive size, or one Chemical Light Stick. In addition, the knife may be used as a weapon, with the same stats as an ordinary knife.

Weapon Accessories Item Size Weight Cost (ℓ) Scope  Nightvision Small 3lbs. 1500  Infrared Small 3lbs. 2000 Suppressor  Pistol Tiny 1 lb. 250  Rifle Small 4 lb. 400

Scope Nightvision: This functions the same as the electro-optical scope in daylight, and allows the user to see as if with darkvision during the night. Infrared: This scope functions the same as the electro-optical scope, except when activated. When activated (via a button on the side, as a free action), the scope shows the world in a deep blue, with living beings displayed as heat signatures in various shades of red and yellow. This allows the user to see as if with darkvision, even through thin doors and walls (though the weapon may not be able to penetrate them). This negates any and all benefits the target may normally receive from cover, including total concealment.

Suppressor Suppressors may be purchased for laser weapons; add 50ℓ to the base cost.

The d20 Modern system, logo, and all core materials are © 2000, Wizards of the Coast, Inc. d20 Future is © 2004, Wizards52 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. 53 t t n n e e m m p p i i u u q q E E

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. 54

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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 Government Papetoon does not have an independent Size government, instead functioning much as a colony Papetoon is the smallest planet in the Lylat under Cornerian rule. System, with a diameter of roughly 3,000 miles. This greatly reduces the planet’s gravitational Titania field (.25g), and all citizens must wear weighted Size boots to facilitate movement with any efficiency. Titania is roughly the same size as Corneria, These boots are usually sold for a minimal fee at putting its diameter at about 7,500 miles. spaceports. Appearance Appearance Titania is covered in bright yellow sand dunes,

The soil is a deep reddish hue, and the with a few sparse cacti scattered across the landscape. atmosphere is usually some shade of orange. The temperature during the day is often over 120°, The average temperature during the day is 90°, and at night it drops all the way down to 90°. The and at night it comes down to around 60°. There sky is yellow, and the general appearance from orbit is very little water, usually dug up from a deep is akin to the Terran System’s Venus. Titania also reservoir. There are small polar ice caps, which has several large rings of ice and rock, similar to never melt. From a distance, Papetoon looks those around Saturn. remarkably like a scale model of the Terran System’s Mars. Atmosphere Titania has an extraordinarily thick atmosphere, Atmosphere which contributes to its excessive temperatures. It is

The air is thin, making it difficult for living also sparse in oxygen, making it particularly beings to breathe. All checks related to uncomfortable for Lylatians. Every hour, players endurance are reduced by two on Papetoon. must make a FORT save (DC 15) or suffer 1d6 points of subdual damage and 1 point of temporary CON Calendar damage due to suffocation. Papetoonian days are 16 hours long, and the year has only 115 days. Usually, however, Calendar the citizens operate under the Cornerian Standard Titanian days are just the boring old 24 hours, Calendar, because seasons are barely and the years are about 250 days long. Since nobody distinguished on this desert world. lives on this wasteland, there is no standard calendar system. Population

The native races are basically anyone that Population wants to live on Papetoon, and the population As was stated above, nobody lives on this rarely exceeds 10 million. 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.

The d20 Modern system, logo, and all core materials are © 2000, Wizards of the Coast, Inc. d20 Future is © 2004, Wizards54 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.

years are 235 days. Again, most simply use the use simply most Again, days. 235 are years Calendar lunchtime that find asevening. in 9:00 the quite same looks the to bit a however, is It disorienting, experienced. are effects adverse no Atmosphere New to comparable or Arizona. Mexico is appearance overall Its Corneria. than warmer than slightly cooler while Papetoon, slightly is temperature The at even noon. dawn, or dusk of appearance the constant giving reddish, and dark is sky The dunes. Appearance (.7g). smaller pull gravitational slightly average an with Corneria, only than it makes This diameter. Size Government however… installations, military secret of rumors are There Starfox characters and materials are Copyright Nintendo. Any materials drawn from fan-written materials are Copyright the author(s) the Copyright are materials fan-written from drawn all materials and logo, Any Rulebook is 2004,Ian Galvin. © The Core d20Lylat thereof. Starfox the Nintendo. Starfox, Copyright Inc. are Coast, materials the of and Wizards characters 2000, Starfox Copyright are materials core all and logo, system, Modern d20 The each 12) (DC save FORT a make lighter must gravity to used creatures all and (1.8g), greater substantially is gravity the size, miles. huge this 12,000 Given over of diameter a with System, Size Corneria. Government terraforming this of approximately is base 120,000. population extensive The to underway. are though inhospitable projects too life, otherwise support is Corneria. by planet owned The installation military a in Population for Calendar convenience. Standard Cornerian

Nonexistent. The only living beings on Katina are those are Katina on beings living only The Katina’s atmosphere is quite ordinary, and ordinary, quite is atmosphere Katina’s Katina is dominated by vast, orange sand orange vast, by dominated is Katina The Katinan days are 18 hours long, and long, hours 18 are days Katinan The Venom is the largest planet in the Lylat the in planet largest the is Venom Katina is small, roughly 5,500 miles in miles 5,500 roughly small, is Katina

Katina is a military outpost owned by owned outpost military a is Katina

Katina Venom

lo tkn ipe rbete r oye mask oxygen or rebreather air. the caustic prevents from damage all easily simple A taken. also are damage subdual of points 1d6 or hour each made be must 16) (DC save FORT additional dioxide an and hard, sulfur / quite breathing make dioxide content oxygen low and carbon levels their high to The damage acid of lungs. points 1d4 suffer or hour each18) (DC save FORT a make must creatures such Any Avians. andmammals toxic to mildly is it color, off-putting singularly its to addition In composition. Atmosphere bilious yellow-green. a In but orange not is sky. sky the dark however, case, a Venom’s with sand, red-orange of stretches Appearance the to due damage of points strain.garments Powered risk. avoid this physical 1d4 suffer or hour is dark. This is mainly due to the fact that its orbital its that fact the to due mainly is This dark. is sky the and reddish-orange, is soil The regards. most Appearance they as mandatory, onPapetoon).are not (though boots weighted wear often citizens so (.4g), size its of planet pulla for expected gravitational be would lower than slightly a has It diameter. Size eversince. midget political and military a been has Venom over. took Andrew, nephew, a of idiot bumbling his that, After fist. iron an with Venom ruled Oikonny Andross Wars, Lylat Government air. beby the to intoxicating affected seem don’t Apes reason, some For Apes. and Lizards all even Population don’t they – Standard holidays. the same celebrate Cornerian the use to refuses and Katina. system, calendar as own Solar its has orbit Venom to time of amount same the exactly to equates This days. 132 over just of consist Calendar

Venomian days are 32 hours long, the years days are32hours and Venomian Venom’s nearthe 10billion is mark, population Venom is ruled as an empire. During the Great the During empire. an as ruled is Venom Venom looks almost exactly like Katina – vast – Katina like exactly almost looks Venom Macbeth is a desert world similar to Katina in Katina to similar world desert a is Macbeth Venom’s atmosphere is thick, and of a sickly a of and thick, is atmosphere Venom’s

abt s sal bu ,0 ie in miles 5,000 about small, is Macbeth

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s Atmosphere Macbeth has a thick atmosphere rich in Calendar Nitrogen, giving it a deep red hue. It is only Cornerian days are 26 hours long, and the year slightly more difficult to breathe, but prolonged is 365 days long. This has become known as the exercise will put undue strain on the lungs. For Cornerian Standard Calendar, and is often used on every 15 minutes of strenuous activity or the other planets in the Lylat System as well. exercise, characters must make a FORT save (DC 16) or suffer 1d4 points of subdual damage. Population Officially, the predominant race on Corneria is Calendar the Canine. You will find, however, that all races are Macbethan days are 18 hours long, and the represented on this planet, from the common Canine year is exactly the same length as that of Katina. and Lupine to the extremely rare Rhinoceros or They use the Cornerian Standard Calendar. Giraffe. The population exceeded 1 billion shortly after the Great Lylat Wars. Population Macbeth has a population of 450 million, Government mostly Lupine. This is their world, and they are Corneria is governed by a democracy, in which not overly fond of “outsiders” on it. the citizens choose their leader once every ten years. There is no limit on the number of terms an Government individual may serve, so a particularly gifted leader Macbeth has a tribal monarchy, being ruled can hold office for upwards of 50 years. If a tyrant is by whomever happens to “acquire” the throne. elected, the people can just as easily have him This is highly unpredictable, so Corneria often removed from power, and a new leader elected. The keeps a few undercover agents on the planet to judicial system is particularly good in its dealings warn them if a potentially dangerous situation with this, and never has a good leader been arises. impeached for mistakes made.

Corneria Zoness

Size Size Corneria is the definition for “average”, Zoness is roughly 4,500 miles in diameter, with with a diameter of about 7,500 miles. This a slightly below-average gravitational pull (.5g). It makes it slightly smaller than Earth, and has an looks much like a blue-tinted duplicate of Katina, only slightly reduced gravitational pull only slightly smaller. (approximately .8g). Appearance Appearance Zoness is mostly covered in deep blue oceans, Corneria is mostly water, with a single, with some islands and continents scattered about. large continent and a few archipelagos. This The atmosphere is a deep blue, and smells rich and continent is covered in lush grass and forest, fresh all the time. There is little or no pollution, as with one sprawling city where all the citizens the Zonessians are very careful about their home. An live (aptly named Corneria City). The air is interesting oddity of this world is its orbital path: blue, and from the space the planet appears to be The planet’s orbit is perpendicular to all the other a deep indigo, sometimes even purple. The planets in the system, and passes through that of temperature is cool, with the summers reaching Corneria. NOTE: The supplied satellite image was near 90° on a hot day. In the winter, the usual is taken during the Great Lylat Wars, so the planet’s around 60°. atmosphere is off-color due to pollution. Usually it looks blue-green. Atmosphere The air on Corneria is rich in Oxygen, and Atmosphere is always “fresh” due to the lush forests just The d20 Modern system, logo, and all core materials are © 2000, Wizards of the Coast, Inc. d20 Future is © 2004, Wizards56 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.

Size muchSwitzerland like conflict, onEarth. any in unaligned generally is planet The years. 20+ last somay one or exceptional an six while months, after expelled be often will poor A member are necessary. members felt is These it whenever changed races. six varied of group of a by people, governed are they – rule of Government Felines. and and spot, visitvacation year-round. Avians mostly choice a as Zoness prize worlds other of Citizens million, 200 Population They Standard the Cornerian Calendar.use long. days 300 around usually are years all allowing mind, Calendar the on tohour. per 1d4HP recover characters a has effect This the rainfall. soothing a as after pure forest and a of clean middle as smells air the are few), there which (of city bustling a of midst the in Even planet. other any than fresh more much Starfox characters and materials are Copyright Nintendo. Any materials drawn from fan-written materials are Copyright the author(s) the Copyright are materials fan-written from drawn all materials and logo, Any Rulebook is 2004,Ian Galvin. © The Core d20Lylat thereof. Starfox the Nintendo. Starfox, Copyright Inc. are Coast, materials the of and Wizards characters 2000, Starfox Copyright are materials core all and logo, system, Modern d20 The short, comparatively calendar noofficial system. is there are inhabitants, years no are there Since days. 165 merely The hours. Calendar as asof that or not though rich Corneria Zoness. decent a of is – blue of shade healthy a It looks and composition, clouds. rolling thick, of full Atmosphere view…satellite from hidden islands small however, of rumors have, some been There break. may upon they coastline which no is there often because waves, high, miles huge by dominated are seas The sky. blue pale a with seas, blue deep in covered Appearance given it that water. all is ofwaste space, terrible a is This diameter. in miles 9,000 about

The air on Aquas is thick and humid, often humid, and thick is Aquas on air The Zonessian days are 24 hours long, and the and long, hours 24 are days Zonessian Aquas is quite a lovely planet, completely planet, lovely a quite is Aquas The planet’s average population is around is population average planet’s The Zoness maintains a parliamentary system parliamentary a maintains Zoness The air is of average composition, but is but composition, average of is air The Aquan days are amazingly long, over 50 over long, amazingly are days Aquan

Aquas is slightly larger than Corneria, than larger slightly is Aquas

Aquas

Appearance weighted wear usually boots. visitors so of that (.4g), half Corneria about gravity includes This diameter. Size claimownershipit.anybody of Government in. tothan willing move more be would they however, land, some were there If Aquas. on living races Lylatian no are there life, Population the North Pole for four years after the Great Lylat Great the Wars. after years four for Pole North the near installation military a held even numerous and occasions, on it of ownership claimed has Corneria Government predatory nature.tribal and their to due possibly 10,000, only small, amazingly is these of population The humanoids. dinosaur-esque Population care. don’t really species native the though Calendar, Standard Cornerian the use usually visitors Any days. 220 are years the and Calendar support mostto life. density right the just and blue, pale a is It Earth. on Atmosphere differentiation less and seasons. between temperatures cooler have Fortuna. to it causes which on orbit, Aquas’ than larger slightly is the of found rest It the Corneria. be of that with angle 20° a to forming system, offset can slightly is worst orbit Fortuna’s the and the – best tundra arctic to coastlines, cool to rainforests tropical lush from varies climate the location, one’s

Despite numerous species of indigenous marine indigenous of species numerous Despite The air on Fortuna is also much like that found that like much also is Fortuna on air The Fortuna looks much like Earth. Depending on Depending Earth. like much looks Fortuna The days on Fortuna are only 18 hours long, hours 18 only are Fortuna on days The Fortuna has no independent government, but government, independent no has Fortuna There is no government on Aquas, nor does nor Aquas, on government no is There Fortuna is quite small, only 4,000 miles in miles 4,000 only small, quite is Fortuna

otn s ihbtd b ioar, and Dinosaurs, by inhabited is Fortuna

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Cerinia

Location Cerinia is not actually part of the Lylat System, instead orbiting a star about 1.2 light-years Government away from Solar. It is not known whether there The Meteo Field is not governed or ruled by were other planets in the system, but they were anyone. Each station or colony has its own most likely destroyed when the star went nova. governing body, even if only a command crew.

Description Meteo Station There are many rumors about the planet’s nature, and its origin. Nobody knows much for Location certain, as the inhabitants were generally reclusive, Meteo Station is, as one would deduce from and there was only one known survivor after the the name, located within the Meteo Field. Its exact planet’s premature destruction. location can be found, but it often moves (via small ion jets) when a neighboring asteroid becomes Population dangerously close, or simply when a change of Cerinia is populated by a subrace of scenery is desired. Vulpines, more intelligent and charismatic than the Cornerians. The only ones that have been seen are Description reported to have blue and white fur, with deep, Meteo Station is a favorite gathering spot for piercing eyes. The planet’s population is unknown. mercenaries and bounty hunters, as well as a prominent research facility for military and Government educational personnel. It has immense docking It is known that Cerinia was ruled by a facilities, and landing bays for small vessels. It Monarchy, with a King and a Queen. draws its power from large solar panels tilted towards Solar, and uses a fusion core for backup. Meteo Field This fusion core is housed in a spherical structure in the center of the station. The remainder of the Location station is formed by a series of concentric rings. The Meteo Field is an asteroid field located Computer terminals are abundant, and each has a between Corneria and the inner desert planets. It is direct uplink to the Cornerian Library, via the roughly spherical, forming a complete barrier LT/SN Network. The outer ring has docking ports between the two groups. all along its walls, and the landing bays are found in a special, rectangular structure partway along its Description length. This structure has space for about 30 Meteo is full of asteroids of various sizes, average-size starfighters, and is sealed off from the some as small as a golf ball, some as large as a vacuum of space via a magnetic barrier similar to moon. It is fairly easy to navigate, especially if one that used in shielding systems. takes the designated space trade routes – they were cleared for large freighters to pass safely without Population too much turbulence. Meteo Station has a crew of about a dozen, and most of the work necessary to maintain a space Population station of its size is done by computer. The station There are no known species actually living can house 2,000 in the residential ring, and can on or in the asteroids, but there are several small comfortably hold 8,000 in the outer ring at any space stations and mining colonies within the field. given time. The most well-known of these is Meteo Station, detailed below. Government The d20 Modern system, logo, and all core materials are © 2000, Wizards of the Coast, Inc. d20 Future is © 2004, Wizards58 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. individualsthough maybe. not onboard Starfox characters and materials are Copyright Nintendo. Any materials drawn from fan-written materials are Copyright the author(s) the Copyright are materials fan-written from drawn all materials and logo, Any Rulebook is 2004,Ian Galvin. © The Core d20Lylat thereof. Starfox the Nintendo. Starfox, Copyright Inc. are Coast, materials the of and Wizards characters 2000, Starfox Copyright are materials core all and logo, system, Modern d20 The Meteo Station is completely unaligned, completely is Station Meteo 59 Locations 60

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n n Sector X is located within the Meteo asteroid gases found within the nebula, and feed off of

s energy traces left by passing starships or, when no s field, roughly between Katina and Titania. It is not necessary to fly through when traveling between starships are available, the gases found within the these worlds, but it does save a lot of time. cloud. They have been known to attach themselves to passing starships and leech energy from their Appearance deflector shields, but are not harmful to the vessel Sector X is a gaseous nebula within the itself or the people within. asteroid field. It is populated by large, flowing clouds of various shades of white and blue, Government forming a large “X”. During the Great Lylat Wars, None officially, though both Corneria and Venom attempted to build a defense station inside Venom have claimed ownership of it throughout the nebula. It was promptly destroyed by a Mech the years. they were hoping to use as a weapon – its programming had become corrupted without its Sector Z owners’ knowledge. Location Population Sector Z is located within the Meteo Field, Zero. similar to Sector X. It is on the opposite side of Solar. Government None. There are no natural resources to be Appearance found within the nebula itself, so nobody has Sector Z is yet another gaseous nebula, with deemed it worthy of claim. the clouds forming a “Z” shape. The asteroids within the field, combined with the gases of the Sector Y nebula, have been known to spontaneously grow the rare crystals used for FTL propulsion. Because Location of this, it was once the site of a mining facility - Sector Y is located on the edge of the Lylat though this facility was destroyed by Venom System, near Corneria. This is a strategic location during the Great Lylat Wars. for a star fleet, and has been a constant source of conflict between Corneria and Venom. Population Zero known, though there may be secret Appearance mining facilities hidden from satellite observation Sector Y is a large gaseous nebula, much like within the nebula itself. Sectors X and Z. It is dominated by a single yellow-green cloud in the shape of a “Y”, from Government whence its name was derived. The cloud is the Technically, the nebula is owned by source of an unusual form of radiation, also given Corneria, but anybody is allowed to mine the off by deflector shields. This radiation is not crystals there – they naturally replenish themselves, harmful to Lylatians. This sector was used as a forming from the gases within the nebula. rendezvous point for Venomian starships during the Great Lylat Wars, and was defended heavily by soldiers in Shogun Mech Suits.

The d20 Modern system, logo, and all core materials are © 2000, Wizards of the Coast, Inc. d20 Future is © 2004, Wizards60 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. For stunts, however, the Drive DC is increased by 5. This effect worksand space both atmosphere. in iseffect however,DC by 5.This the Drive For stunts, increased stunts. maneuvers and simple costs for movement all eliminate to chooses, he/she if the user, allows device This Results, Hit 112in page Critical Optional (see damaged are generators shield the unless minute), per points (50 round per points 5 of rate the at regenerate Shields hull. the to applied is attack the from damage remaining any depleted, are shields vehicle’s a When Hardness. apply not do shields, against damage for rolling When well). as threats physical handle to equipped are ships capital and starfighters (most hull to half and andshields to damage half shields, does non-milspec penetrates collision) or missile a (e.g.. else Anything Electric. and Particle, Plasma, Laser, Concussion, Sonic, of types the namely weapons, energy against use for designed primarily are Shields linear a plotting involves and planets, Navigation skill,16). page the expanded course (See between transit for used or mainly is maneuvering FTL tight speed). permit (tactical propulsion to of enough methods mundane not to resort and is Drive, FTL its it deactivate vehicle a limit, that require stunts this and/or Combat under combat. are traveling they when if turn, Even slight a even 80c. move, over not traveling may Vehicles speeds. near-light at flying when restrictions certain additionsvirtually is more –it self-supporting. fighters).the BOLSE a remotecontrols to that (as system them (akin anlink the ora casewith computer to is autopilot), have onboard knowownscrap. howbuildvesselmany to pilots from their not and vehicles, are custom build will these that system the throughout if contractors numerous are course, there want, you what Of quite need. campaign any almost meet will and cities, floating immense to pods escape Some select fighter craft (Arwing, Pegasus, Wolfen) are equipped with a device known as a “G-Diffuser”.as a known device a with equipped Wolfen) are (Arwing,Pegasus, craft fighterselect Some Some vehicles do not require a crew member to operate. These are either independently controlled via an via controlled independently either are These operate. to member crew a require not do vehicles Some These are the vehicles put to various uses around the Lylat System. They range from small one-man small from range They System. Lylat the around uses various to put vehicles the are These Shielding systems are used in many Lylatian starships, represented by the vehicle’s Shield Points (SP). Points Shield vehicle’s the by represented starships, Lylatian many in used are systems Shielding BOLSE has indefinite consumables, because it is constantly replenishing its own supplies and building and supplies own its replenishing constantly is it because consumables, indefinite has BOLSE Unless stated, these vehicles do not automatically have FTL capability. Those that do, however, have however, do, that Those capability. FTL have automatically not do vehicles these stated, Unless d20 Future Starfox, the Starfox logo, and all Starfox characters and Starfox Nintendo. Starfox the all © resources logo, are Starfox, and ). Chapter 5:Vehicles Chapter 5:Vehicles 61 Vehicles 62

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i i Classifications

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e e Because of the variety of vehicles found in the Lylat System, they have been further classified based on

s s their various strengths and abilities – this will hopefully make it easier for both players and the GM to find the proper vehicle in any given situation. These classifications have no effect on stats.

Starship Construction Times Class Size Time Fighter* Ultralight Hours Mech Ultralight Days Bomber Ultralight Days Light Cruiser Light 1-2 weeks Frigate Medium 2-4 weeks Heavy Cruiser Heavy 2-3 months Battleship Heavy 6-8 months Dreadnought Ultraheavy 12-18 months Superdread Ultraheavy 2-3 years *Advanced Fighters are not available for mass production.

Pod Unmanned drone fighters or escape pods (like a detached Arwing cockpit). If they have weapons, they are only the least powerful energy weapons available, and for propulsion, only multiple directional thrusters for maneuvering possibly with a main thruster for relocation. Possibly with shields, but that is stretching the limits. Size is 4 meters or less.

Mech Usually a sort of mechanical suit worn by an individual, may also include small robots or vehicles that do not fit into other categories. These are usually highly specialized, very heavily armored, and slow. Size is 4 meters or less.

Fighter Fighters are light aircraft designed primarily for the destruction of other fighters, bombers, and at the limit, small gunships. They're all one-man craft. Squads are almost always given the same type of craft, though squad leaders and aces are often granted improved equipment such as more powerful weapons, shielding, or other special capabilities. Size is 10-20 meters.

Superiority Fighter These fighters are made with maneuverability in mind. Shielding and armor is at most light- moderate, being able to withstand only a half-dozen at most shots from a standard laser weapon. Armament consists of either a single or double nose-mounted cannon. Used equally in offensive and defensive roles against other small craft. Atmospheric fighters of this type are all subsonic. Examples would include the Greenie or Invader I (Invader II takes the midground between this and the following Interceptor class).

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.

The d20 Modern system, logo, and all core materials are © 2000, Wizards of the Coast, Inc. d20 Future is © 2004, Wizards62 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. best, that even an unassisted squad of fighters could destroy it, given time. Bombers, on the other hand, would hand, other the on Bombers, time. given it, destroy could fighters of at squad unassisted turrets an even that AA best, two or one with craft, fighter against defended poorly so are these Unfortunately, ships. capital enemy assaulting at effective highly is weapon this cannon, battleship average the with par on be easily could launch. and entry Starfox flagship, Team’s the The atmospheric safe of capable Cruisers Light are rare Extremely fighters). as space the times four up (taking bombers or fighters, of squads two or one housing of capable hangars have may Cruisers Light Some of 6-20. are crews and meters, 50-80 from ranges Size for. suited are best they roles which denote which Light Cruiser standard a 1-6 being for room by (enough for meters cubic up 20-120 made of capacity is cargo 6-40. jeeps,tanks, or passenger suchAPCs, this mechs), of capacity as vehicles, 2-7, of however Crew than effectively, maneuverable less bombers. it far or but size, attack fighters in meters to is 50-80 guns.) ship capacity able anti-capital for cargo still target difficult all are unreasonably (If (bombers frigate platforms. a firing way this used effective than poor less much is It make turrets. AA of they array large a with capacity outfitted be can corvette cargo a sacrificed, sufficient a maintain to order Dropship/Supply Ship/Corvette single in effective most are such as and against is meters. gunships, in againstsquads battlecruisers.20-30 Size swarms or large fighters, enemy against use for precautions, suited any poorly of are Regardless bombers however, fighters). enemy from protection added for turret rear chew a on to mounted cannons dual-hyperlasers from regular dual or single with (possibly range missiles AA and a torpedoes to gunships, with of Weapons hulls and shielding either the through three, to configuration. one of pilot/bombardier/tailgunner crew a or by manned pilot/gunner are craft These armor. and armament for maneuverability Fighter Bomber/Heavy maximize firing platform area or firing hull platform area integrity.maximize eitherto or elliptical shaped wedge are usually ships These weaknesses. exploitable readily no and has versatile is ship of class this combination, a or squads, bomber 1-2 squads, fighter 2-6 for capacity hangar the With out. it duke and fray the into right plow to intended is Battlecruiser the turrets, AA of dozens to addition in weapons of meters, 60-200. from ais with 100-200 crew CruiserHeavy out it areablerange.The pummel to from of who ships capital enemy to duck sitting a is frigate the that fact the in lies corvette the of weakness real the turrets, the disarming target. and missiles the destroying easier or evading of an chance the stand finding pilots good with off fighters elite Though better be would bombers and instantly, standarddestroyed Any be would craft. range bomber within and fighter fighters enemy destroy and on lock to missiles guided of array vast a of also Frigate ship it enemy lessto vulnerable is capital fire. larger craftwhere support of the with effective most are ships These countermeasure. ideal the are and efficiently and swiftly it annihilate Battlecruiser Destroyer/Gunship A moderate class of capital ship that comes in three primary configurations each with their own role. Size role. own their with each configurations primary three in comes that ship capital of class moderate A Corvettes are not fighters nor are they capitol ships. They can be cargo ships and transports, however, in however, transports, and ships cargo be can They ships. capitol they are nor fighters not are Corvettes The frigate is a formidable ship with AA defenses consisting not only of the standard laser cannons but cannons laser standard the of only not consisting defenses AA with ship formidable a is frigate The Light Cruisers are the smallest class of capital ship and can come in one of two general configurations, general two of one in come can and ship capital of class smallest the are Cruisers Light obr r iia o fgtr, hwvr hy ae 10-0% te sae n arfc much sacrifice and scale, the 150%-200% are they however, fighters, to similar are Bombers The standard variant, a Battlecruiser is suited for just that – Battle. Armed with 3-7 anti-capital ship anti-capital 3-7 with Armed – Battle. that just suited for is Battlecruiser a variant, standard The A ship that is just one giant, lethal weapon of destruction. Constructed around its main gun, which gun, main its around Constructed destruction. of weapon lethal giant, one just is that ship A Starfox, the Starfox logo, and all Starfox characters and Starfox Nintendo. Starfox the all © resources logo, are Starfox, and Great Fox Great , is a good example of this type aof of, is goodthis example craft. Harlock -class is a of is good-class example this. 63 Vehicles 64

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s 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.

The d20 Modern system, logo, and all core materials are © 2000, Wizards of the Coast, Inc. d20 Future is © 2004, Wizards64 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. Venom Venom Venom Venom Venom Venom Venom Venom Venom Venom Venom Venom Venom Macbeth Macbeth Corneria Corneria Corneria Corneria Corneria Corneria Corneria Manufacturer

Vehicles on found only generally affiliated theirworlds with manufacturers. are Vehicles craft. weak comparatively is of life quantities every large and has ship thus every and where expendable, manner, opposite the in operates Venom craft. high-powered of selection Lylatians,thestick theyenjoyshort maygetting end not of everyconflict).the areplaying players the the in if – campaign a such create to want you if care (Take one-sided fairly be would it war, to go to were Lylatians and Humans If HP. five than more no has and tall, feet six under is NPC average The – Humans than stamina Future for rolling When way. either balanced be example)–normal and 13,youa restrictions fire-linked,for couldeight have battery apply.you a roll (if battery to a in arranged designed or fire-linked them of is combination any have game may you ships, capital the on weaponry choose; you system whichever use – a have shields the which the table) in “SP” column the (represented by doeshull the ship’s before damage takes which HP of in set separate system, different slightly a supplied also have we choose, so GM These and players the fire. incoming from it protect to ship in described (PL7) Field Particle the the as function and weapons, energy against work only systems around initiative screen magnetic as a (such projects that stats system Pilot-dependant defensive a instance). for spaceport, – system shield of form some have System Lylat the a in starships Most pilot. average an for given are modifier) (at foot on characters by encountered greater in found be will vehicles choice few A the end section. of this detail at given. be will description brief and block, now for stat but name, date, later a a only at available become may supplement rules A System. Lylat the in vehicle every for of a pair of fire-linked Laser Cannons, and a single, forward-firing Nova Bomb Launcher. The MkIII also MkIII The Launcher. Bomb Nova forward-firing single, ain Unit singleLaserdefault Charge included its loadout. a and Cannons, Laser fire-linked of pair a of consists Weaponry FTL-capable. round. one for lasts effect This round. active next their during a action move against counts and attack, an to response direct in done be may this fire, – enemy ten by deflect Defense to their increasing rolling of capable are Arwings conditions. cramped on the penalty of –4 a because bestows checks it Pilot but necessary, if fit to people two for enough large is cockpit The capable. Arwing BOLSE Umbra Grazan Zeram Harlock Dorisby Saruzin Shogun Wolfen Invader MkIII Invader MkII Invader MkI BOLSEFighter Rasco Garuda FoxGreat Pegasus Sledgehammer Landmaster Blue-Marine Arwing Greenie Name

Corneria’s philosophy regarding fighter craft is “quality over quantity”, giving “qualityover craftis small rise regarding fighter quantity”, their to relatively Corneria’s philosophy It would be impractical and time-consuming to give detailed descriptions, schematics, and game statistics game and schematics, descriptions, detailed give to time-consuming and impractical be would It . This is intentional; while Lylatians have developed advanced technology, they have lower standards for standards technology, lower they have advanced intentional; developed is while. This Lylatianshave You may notice that these starships seem somewhat underpowered compared to the ones given in in given ones the to compared underpowered somewhat seem starships these that notice may You Arspace Dynamics co. Superfighter. Due to the G-diffuser, only five were produced. FTL- produced. were five only G-diffuser, the to Due Superfighter. co. Dynamics Arspace

Corneria Some small vehicles have a face given; this is their size in Character scale, since they may be may they since scale, Character in size their is this given; face a have vehicles small Some Superdread Dreadnought Carrier Heavy Battlecruiser Frigate Frigate Destroyer (Battlesuit)Mech Fighter Advanced Fighter Fighter Fighter Fighter (Robot)Mech (Robot)Mech Light Cruiser Fighter/Bomber (Tank)Mech (Tank)Mech (Submarine)Mech Fighter Advanced Fighter Class Descriptions Starfox, the Starfox logo, and all Starfox characters and Starfox Nintendo. Starfox the all © resources logo, are Starfox, and 12000 200 34 80 10 12 18 1 1 1 1 1 0 0 0 6 1 4 1 1 1 1 Crew 200 20 40 80 40 0 0* 0 0 0 0 0 0 4 0 0 1 0 0* 0 Pass 20000 2000 -- 100,000t 40,000t 20,000t 100t 120t 270t lbs.0 lbs.120 lbs.0 lbs.0 lbs.0 lbs.0 lbs.0 lbs.0 100t lbs.120 lbs.425 lbs.425 lbs.0 lbs.200 lbs.220 Cargo ∞ years12 years4 years2 years3 years4 years2 day 1 week1 day 1 day 1 day 1 ------months18 days6 week1 weeks2 day 1 week1 days3 Consum ------4 -4 -- +4 +0 +8 +8 +12 +6 +2 -4 -4 -4 -1 -4 -4 -3 +8 +8 Init -- -- 3000 4000 3000 2500 3000 4500 4000 4500 3000 3500 1 1 4500 4000 2 2 4 4500 3500 Speed -- -- 40c 50c 25c 20c 45c -- 20c ------60c 30c ------35c -- FTL ------2x2 16x24 12x14 8x12 10x10 10x10 8x8 8x8 100x100 14x16 12x14 14x18 4x17 14x19 16x14 Face d20 Future d20 1 11/7/7 11/7/7 11/7/7 7/5/5 7/5/5 11/7/7 24/20/10 22/16/9* 19/13/6 17/12/5 15/11/4 19/13/13 6 6 11/7/7 20/14/7 6 8 9 22/15/8* 19/13/6 Defense d20 . If . -- 50 30 30 30 40 30 10 50 30 10 20 10 10 10 50 20 18 20 5 40 20 Hard --/-- 10000/0 7500/2000 6000/2000 2000/800 2700/800 1000/600 40/40 160/220 120/60 40/60 60/40 80/400 30/0 30/0 800/1500 120/120 58/0 64/0 40/0 140/200 100/100 HP/SP 65 Vehicles 66

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c c A submarine built by Slippy Toad. Weaponry includes one Laser Cannon and a torpedo launcher.

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s Great Fox The Starfox team’s flagship, a Light Attack Cruiser. It is capable of atmospheric entry and launch, and is FTL-capable. This vessel was modified to have extremely powerful engines, and is capable of outrunning almost anything if necessary. Weaponry includes 2 fire-linked Ion Cannons and 2 fire-linked Particle Cannons, all stationary and forward-firing.

Greenie Standard Cornerian Space Superiority Fighter. Weaponry includes one Laser Cannon, advanced versions can carry missiles and may be upgraded to have a second Laser Cannon (fire-linked with the first).

Landmaster A heavy assault tank built by Slippy Toad. Weaponry includes one Hyperlaser and a Nova Bomb Launcher, both firing through the main cannon.

Pegasus Series A high-quality Fighter/Bomber class built using many components from the Arwing. The first prototypes were tested around the same time as the Arwing MkI, and could be considered competitors. The stats shown above are for a generic Pegasus-class craft, but for a more detailed campaign, separate stats are given below. All craft were designed with G-Diffusers and FTL Drives, though the dependability of the technology implemented may be questionable.

Name Class Crew Pass Cargo Consumables Init Speed FTL Face Defense Hardness HP/SP AF-2A Pegasus Fighter 1 0 125 lbs. 5 days +8 3500 15c 10x12 19/13/6 20 100/120 AF-2B Pegasus II Fighter 1 0 150 lbs. 6 days +8 4000 25c 12x14 20/14/7 20 100/120 AF-2C Pegasus Duo Bomber 2 0 400 lbs. 4 days +6 4000 20c 14x14 19/13/6 20 120/120 AF-2D Pegasus D Advanced Fighter 1 0 140 lbs. 6 days +8 4500 35c 14x16 20/14/7 30 120/160 AFX-2E Sky Albatross Advanced Fighter 1 0 180 lbs. 6 days +8 4500 45c 12x16 22/18/12 40 160/240 AFX-2F Pegasus X Advanced Fighter 1 0 325 lbs. 1 week +12 4500 55c 14x18 22/18/12 40 180/200 AF-2G Pegasus SE Fighter/Bomber 1 0 300 lbs. 6 days +8 4000 30c 18x12 20/14/7 30 120/140

AF-2A Pegasus 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.

The d20 Modern system, logo, and all core materials are © 2000, Wizards of the Coast, Inc. d20 Future is © 2004, Wizards66 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.

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Venom Slow defense fighter.Slow a with singleLaserCannon. Armed defense LylatWars.4d4fire-linkedLaser Great Cannons. usedSmall defendArea frigates to 6during classthe of quantities large Carrier used of carry to any fire-linkedin 2d8Laser possiblecombination). Cannons(may with Large frigates be Interceptor. Faster and more powerful than the MkI. Armed Faster than powerful the a MkI. Interceptor. and with singleLaserCannon. more Heavy tankalsoHeavy usedservedas military, Slippy bythe Cornerian basis for Toad’s AFX-2E SkyAlbatross AF-2G PegasusSEAF-2G AFX-2F PegasusX Small defensive fighters created and deployed by BOLSE. Armed with a single Laser Cannon. These do These Cannon. Laser single a with Armed BOLSE. by deployed and created fighters defensive Small This, like the later AFX-2F, was an experiment in new technology. Unlike itsit in AFX-2F,experiment technology.successor, was theUnlike however, like later new This, an This was an experiment in prototype technology, even more advanced than the Arwing. It made its made It Arwing. the than advanced more even technology, prototype in experiment an was This This is a simple knockoff of the AF-2B. It was given to squadron leaders, much like the advanced the like much leaders, squadron to given was It AF-2B. the of knockoff simple a is This Starfox, the Starfox logo, and all Starfox characters and Starfox Nintendo. Starfox the all © resources logo, are Starfox, and Invader -class fighters.-class tripled (20 becomes 18-20, 19-20 becomes 19-20 18-20, becomes (20 Landmaster . Weaponry 67 Vehicles 68

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s Saruzin A large destroyer built around a single Shogun Mech launcher. It was used during the Great Lylat Wars, defending both Sector Y and Area 6. It was reportedly never destroyed.

Shogun A Battle Mech, piloted by a soldier. It features very thick armor, and a Laser Sniper Rifle built onto the right arm. See pp. 92-93 for more detail.

Umbra Class of disc-shaped space stations. They have many (1d100) hidden laser cannons, but rarely see fit to use them.

Wolfen Venom’s answer to the Arwing, only four were built. Slightly slower, it makes up for it with more powerful lasers and armor. The cockpit is large enough for two people to fit if necessary, but it bestows a –4 penalty on Pilot checks because of the cramped conditions. Wolfens are capable of rolling to deflect enemy fire, increasing their Defense by ten – this may be done in direct response to an attack, and counts against a move action during their next active round. This effect lasts for the full round in which it was used. FTL- capable. All variants use the stats given. Armaments include twin fire-linked Hyperlasers and a Nova Bomb launcher, though Venom never actually acquired any Nova bombs for use.

Zeram Class of battlecruisers used to defend Area 6 during the Great Lylat Wars. Heavily armed (4d6 Laser Cannons, 2d4 Hyperlasers) and well armored. Other

Garuda Mechs used for demolishing buildings and vehicles. Often used in a “scorched earth” invasion. Only weapons are its arms, used to crush objects and sometimes throw them.

Rasco Similar to the Garuda, Rascos are used to throw pieces of demolished material at enemy forces, like a catapult.

The d20 Modern system, logo, and all core materials are © 2000, Wizards of the Coast, Inc. d20 Future is © 2004, Wizards68 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. Antimatter Torpedo Rail cannon Particle Cannon Cannon Light Laser Laser Cannon Ion Cannon Hyperlaser Name AG Missile AA Missile Rail cannon Nova Bomb Cannon Light Laser Unit Laser Charge Laser Cannon Ion Cannon Hyperlaser LaserGatling Name

Starfighter Weapons Starfighter Laser of battery a example, For 1. by increased is range threat 20. instead of rangeof athe 19-20, normal threat Cannons has the battery, the in weapons of number the of Regardless hit. critical a scoring of chance greater a has battery weapon a addition, In linked-fire). with as hit, had several if as (not hit had weapons the of one if as damage roll succeeds, attack the If battery. weapons battery using When a five- for of +4 maximum ato roll, attack the bonus to +1 a adds battery the in attack. the first after every weapon fire, single a as firing above), (see weapons linked-fire as list same the from weapons this in weapons fire manner. linked- of number maximum one the exceed on not may You firing above). are (see attack turrets linked-fire single multiple a as it If treat target, individually. mounted are cannons) particle as (such weapons powerful attack. group a Each constitutes separate 16 each). of groups linked-fire two in Hyperlasers, 32 have could Cruiser Light a (so grouping linked-fire one than more have to allowed also are ships larger mode; linked-fire in weapons 16 to up have may class larger a of ships and pairs), two or linked, four (Either four to up have may Bombers weapons), (two weapons linked-fire of pair one have only may Fighters attack. successful a on damage of points 12d8 deals Hyperlasers fire-linked two Arwing using an example, For damage. base the one-half by (two damage the weapons increases on) fire-linked so of and eight, number four, weapons, the of doubling full Each individually. weapon either with do normally would you than attack one with damage more deal you weapons, these firing When Cannon. Laser Light and action. does thiscount 25)halfas not for an damage; skill(DC check check for Pilot a attempt and may area attacked, this within starships being any of square pilots The the total). nine in to (up square everything adjacent every for damage full roll detonates, weapons these of one When smaller on havingweaponry (thoughstarfighter installed). they arestill capable of craft inherent limitations space the have not do they since powerful, more be to designed weapons have often ships Capital rifle. a using than choice better a usually are and vehicles, other combating for specifically Capital WeaponsCapital

Capital ships are also allowed to have weapon batteries. A weapon battery consists of up to five identical five to up of consists battery weapon A batteries. weapon have to allowed also are ships Capital It is possible to have linked-fire pairs of the following weapons: Hyperlaser, Ion Cannon, Laser Cannon, Laser Cannon, Ion Hyperlaser, weapons: following the of pairs linked-fire have to possible is It Vehicles often have mounted weapons far superior to any small arms. These weapons are designed are weapons These arms. small any to superior far weapons mounted have often Vehicles Explosive weapons (missiles and Nova Bombs) damage several squares when their attack succeeds. attack their when squares several damage Bombs) Nova and (missiles weapons Explosive Capital weapons are usually mounted on linked-fire turrets with two weapons each, but some more some but each, weapons two with turrets linked-fire on mounted usually are weapons Capital

Starship WeaponsStarship Starfox, the Starfox logo, and all Starfox characters and Starfox Nintendo. Starfox the all © resources logo, are Starfox, and Ballistic Ballistic Concussion Laser Laser Laser Electric Laser Laser Type Particle Ballistic Particle Laser Laser Electric Laser Type Ballistic 20d8 (90) 6d12 (39)* 12d8 (54) 4d12 (26) 6d12 (39) 3d12* 8d12 Damage 6d12 (39) 6d12 (39)* 15d100 (825) 4d8 (18) 2d8 (9)* 6d8 (27) 3d8 (13)* 8d8 (36) 4d8 (18) Damage 4d12 (26) 20 20 20 20 20 -- 20 Critical 19-20 19-20 20 20 20 -- 20 -- 20 20 Critical 5000 600 400 200 500 500 750 Range 500 2000 240 80 200 -- 250 100 250 200 Range Single Single S S S Single S ROF S S Single --* S --* S Single S A ROF 69 Vehicles 70

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s 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 vehicle’s Hardness, it disables the struck system for 1d4 rounds. If it doubles the vehicle’s Hardness, the system is disabled for 2d4 rounds. If the damage is more than the remaining HP, the vehicle is completely disabled, indefinitely. This prevents it from taking any further actions, and it is no longer a participant in this combat – treat it as a stationary object. To repair Ion Cannon damage, a successful Repair check must be made, with a DC equal to the amount of damage dealt. Temporary effects do not require a Repair check, and remedy themselves given time.

Laser Cannon Standard, everyday laser weaponry. The same technology utilized in Laser Pistols and Rifles, albeit on a much larger scale. These cannons are the standard weapon for all starfighters, as well as small capital ships and support vessels.

Laser Charge Unit This is an extra capacitor and ionization chamber to be added onto an existing Laser Cannon. It takes one full round to charge, and adds an extra 2d8 points of damage to the next attack (if the attack fails, this extra charge is still spent). These only work on Laser Cannons, but prototypes for Hyperlaser units are in the works.

The d20 Modern system, logo, and all core materials are © 2000, Wizards of the Coast, Inc. d20 Future is © 2004, Wizards70 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. unless they are specifically designed to combat ballistic weaponry – which only occurs in custom-made in occurs only which ridiculously theis weapon ignore ofapplying damage. Rail Hardnessof minute. 2points when Cannonsmay – weaponry mass the to compared projectile ballistic the of force the since combat recoil, appreciable no is There to mil-spec. never vehicles, designed specifically are they unless systems, shield by affected not is cannon The Blaster. a to similar fashion a in “rails”, electromagnetic of pair Rail Cannon ships. be capital can found largespacerequirements,but to onselect on starfighters, due the component employed never are They Destroyers. for cannon main the as serve sometimes and singly, mounted always are apart. target the of atoms the breaking literally velocities, Particle Cannon other actionswith weapons). as onboard other usualperforming (includingattacking specially- continue may starship have the but fired, be not may Bombs Wolfens) Nova time, next this during the chute; launch the charge in and to Bomb Nova rounds three takes Arwings It hit. (ONLY direct a to not Wolfens but – blast the and to immune are that Arwings shields designed and systems, shield by affected are Bombs Nova no disintegrated. are are blast initial the by there hit things most warheads, though – weapons nuclear these using of Unlike aftereffects effects). side radioactive the (minus warhead nuclear small a of force the with detonate and baseball, a of shape and size the about are They them. use can G) F, E, Pegasus Wolfen, Bomb Nova in employed often are These cannons. laser normal pods. and escape craft, trainingcraft, personal than weaker substantially is and power, less consumes CannonLight Laser Nova bombs are extremely advanced missile weapons, and only the most advanced starfighters (Arwing, starfighters advanced most the only and weapons, missile advanced extremely are bombs Nova A large version of the classic Rail Gun. It fires a metal projectile (usually Aluminum or Tungsten) via a via Tungsten) or Aluminum (usually projectile metal a fires It Gun. Rail classic the of version large A Basically a linear accelerator upscaled for combat use, these fire packets of protons at near-lightspeed at protons of packets fire these use, combat for upscaled accelerator linear a Basically This is simply a cut-down laser cannon comparable to the type used by ground troops. It is smaller, is It troops. ground by used type the to comparable cannon laser cut-down a simply is This Starfox, the Starfox logo, and all Starfox characters and Starfox Nintendo. Starfox the all © resources logo, are Starfox, and These are the heavy artillery of the space fleet. They fleet. space the of artillery heavy the are These 71 Vehicles 72

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s 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 T&B-H1 Laser Cannon x 2 PAYLOAD Up to 16 missiles/bombs of various design

The d20 Modern system, logo, and all core materials are © 2000, Wizards of the Coast, Inc. d20 Future is © 2004, Wizards72 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. ARMAMENT CONTROL ELECTRONICS STABILIZER SPEED MAX POWERMAX TYPE ENGINE Weight: 12tons 5.5m Height: 14m Width: Length: 28m DIMENSIONS the to flownMkIII, was by during Wars. Starfox the Lylat Great issued were Four the model, later The pilot. test built. top Corneria’s Phoenix, Fara were to given was one prototypes and testing, for team five Starfox Only Ltd. Co., Dynamics Arspace by Manufactured Starfox, the Starfox logo, and all Starfox characters and Starfox Nintendo. Starfox the all © resources logo, are Starfox, and Nova Bomb Launcher, capacity of 5 of capacity BombNova Launcher, Cannon x2 T&B-H1 Laser STG-AMG200 SystemG-Diffuser 4.2(in atmosphere)mach 50,000,000 pt EnginePlasma Model NTD-FX1 Arwing MkI Arwing MkI PROTOTYPE 73 Vehicles 74

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LaserLaser CannonCannon T&B-H1 MODEL LASER CANNON

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HEXAGONAL LASER CRYSTAL

POWER GENERATOR COIL

CHAMBER LENS

The d20 Modern system, logo, and all core materials are © 2000, Wizards of the Coast, Inc. d20 Future is © 2004, Wizards74 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. ARMAMENT STABILIZER SPEED MAX TYPE ENGINE 5.5m Height: Length: 18.5m DIMENSIONS Four its production. full on for complexity slated yet the not of is Arwing Because to for team beenStarfox flight combat the madeprototypes available and have testing. the contract. system, exclusive G-Diffuser the under notably Ltd most components, Co., Dynamics Arspace by Developed Starfox, the Starfox logo, and all Starfox characters and Starfox Nintendo. Starfox the all © resources logo, are Starfox, and Nova Bomb Launcher, capacity of 9 of capacity BombNova Launcher, Cannon x2 T&B-H1 Laser SystemG-Diffuser 4.2(in atmosphere)Mach EnginePlasma Model NTD-FX1 SPACE SUPERIORITY FIGHTER Arwing MkIII Arwing MkIII 75 Vehicles 76

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Regen Advanced Regen Ion an by hit or Pulse) (ElectroMagnetic EMP an to functioningfor nanites all 1d4hours. cease 69-70), subjected Weapons,pages Cannon (seeStarship is recipient the if Also, them. from benefits blood), orNonites inject (seebelow). to the recipient’s the by excreted are nanites unused replace and drain (i.e. system excess, the flush to is them of rid get to benefit; way only the HP; have not do any nanites Also, user. add not does type same the of dose second a Taking of 193 page Attachments, of Number (see when levels Cyberware negative of and piece attachments separate maximum a calculating as counts nanite of type Each other. each with interfere not do they and enhancements), internal are all (though available are types different Many duties. their performing about roam any in and Liras), enough have they (provided anyone by PL6. treat as them campaign; used be can These “Cyberware”. Starfox characters and materials are Copyright Nintendo. Any materials drawn from fan-written materials are Copyright the author(s) the Copyright are materials fan-written from drawn all materials and logo, Any Rulebook is 2004,Ian Galvin. © The Core d20Lylat thereof. Starfox the Nintendo. Starfox, Copyright Inc. are Coast, materials the of and Wizards characters 2000, Starfox Copyright are materials core all and logo, system, Modern d20 The determineone destroyed. is which randomly haveConstitution number nor any requirements. count of againstdothey not the attachments, do These cycled. fully get to bloodstream the for takes it as long victim as seconds, the thirty about for causes pain excruciating This present. Nanites any destroy and bloodstream victim’s the throughout swarm Nonites well. begins recovering recipient as Regen nanites,automatically or the Advanced the Regen conjunction with Stabilizing Tough

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OpenOpen GamingGaming LicenseLicense

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty- free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to 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.

The d20 Modern system, logo, and all core materials are © 2000, Wizards of the Coast, Inc. d20 Future is © 2004, Wizards82 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. END OF LICENSE END Adam Ian Authors CoreGalvin; Galvin, 2002-2005, Lylat Shands,D20 Rulebook Copyright GameLicensetheInc. Copyright of Open v1.0a 2000,Wizards Coast, 15. COPYRIGHTNOTICE make it enforceable.to necessary extent the to only reformed be shall provision such unenforceable, be to held is License this of provision any If Reformation: 14. Starfox characters and materials are Copyright Nintendo. Any materials drawn from fan-written materials are Copyright the author(s) the Copyright are materials fan-written from drawn all materials and logo, Any Rulebook is 2004,Ian Galvin. © The Core d20Lylat thereof. Starfox the Nintendo. Starfox, Copyright Inc. are Coast, materials the of and Wizards characters 2000, Starfox Copyright are materials core all and logo, system, Modern d20 The 83 Cyberware

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