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
|
|
|