Vic Viper Starfighter

Level

KXP

1

0

2

2.5

3

5

4

10

5

20

6

40

7

80

8

160

9

320

10

500

11

750

12

1000

13

1250

14

1500

15

1750

16

2000

17

2250

18

2500

19

2750

20

3000

21

3250

22

3500

23

3750

24

4000

25

4250

26

4500

27

4750

28

5000

29

5250

30

5500

31

5750

32

6000

33

6250

34

6500

35

6750

36

7000

Requisites:

Dex 18, Con 16

Alignment:

any

HD/level:

n/a

Wpn. Prof:

3+level

To Hit Table:

War

Save Table:

War

Reference:

Gradius Franchise

Groups:

Warrior, Technology

Complexity:

CF=2

 

You are size Fine. You have a size tiny spacecraft mount that flies at LVL*10" (A). It has LVL boxes (100 hp thresholds) See living planet class. It has LVL extra lives (resurrections). While inside it, any dmg you take goes to the ship first.

When you take this class, you select one type of step from each category in the weapon select table. Those become the weapons in your weapon bar.

You have a weapon bar. It’s intangible. It has 7 steps. The steps in order are “Speedup”, “Missile”, “Double”, “Laser”, “Option”, “?”, and “!”. “?” are shields. Speedup is activatable up to 4 times for +50% movement (total +200%). Each step must be activated to be used. When you activate any step, it reverts to “Speedup”.

You have a Vulcan gun (1P: CLd10 dmg, 1 target, in front). When you use the Vulcan gun, it shoots all active missile and double/laser weapons in the weapon bar.

Level 1: 1V, 1/group you defeat: Get a power capsule. Can only have 1 at a time. If you do not spend it, the next time you get a power capsule, it will advance your weapon bar 1 step.

Level 1: 1Z, spend a power capsule: activate the weapon bar step you are at.

Weapon Select Table:

Missile

Double

Laser

Option

?

!

Standard:

CLd10 dmg, 1 target, infront

Standard:

CLd10 dmg, 1 target, diagonal, replaces Laser

Twin:

CLd10 dmg, 1 line, ignore WR, infront, replaces Double

 

Standard: Creates a replica ball that also shoots your active missiles & double/lasers, activate up to 4 times, follows you

 

Standard:

14 Ironskins (per spell), infront

Speed Down:

Downgrade Speedup one time

Hawk Wind:

CLd10 dmg, 2 targets, infront

Vertical:

CLd10 dmg, 1 target, up, replaces Laser

Ripple:

CLd10 dmg, 1 cone, infront, replaces Double

Snake: As standard but follows you in a slithering line

 

Reduce:

2 Ironskins (per spell), -1 size category

Life Option:

Your ships extra lives become the number of replica balls you have.

2 Way Back:

CLd10 dmg, 2 targets, behind

Tailgun:

CLd10 dmg, 1 target, behind, replaces Laser

Energy:

CLd10 dmg, 1 target, (+1V for 1 group), Ignore WR, infront, replaces Double

Formation: As standard but follows you 2 on each flank

 

Rotation:

14 Ironskins (per spell), back and infront

Full Barrier:

Refill “?” Ironskins

 

Small Spread:

CLd6 dmg, CL targets, infront

Back:

CLd10 dmg, 1 target, behind up, replaces Laser

Cyclone:

CLd20 dmg, 1 target, Ignore WR, infront, replaces Double

Rotation: As standard but rotates around you

 

Force Field:

3 Ironskins (per spell), all sides

Mega Crush:

CLd100 dmg, 1 room