Vic Viper Starfighter


Level KXP Spells
TH
10(none)+0
22.5(none)+1
35(none)+2
410(none)+3
520(none)+4
640(none)+5
780(none)+6
8160(none)+7
9320(none)+8
10500(none)+9
11750(none)+10
121000(none)+11
131250(none)+12
141500(none)+13
151750(none)+14
162000(none)+15
172250(none)+16
182500(none)+17
192750(none)+18
203000(none)+19
213250(none)+20
223500(none)+21
233750(none)+22
244000(none)+23
254250(none)+24
264500(none)+25
274750(none)+26
285000(none)+27
295250(none)+28
305500(none)+29
315750(none)+30
326000(none)+31
336250(none)+32
346500(none)+33
356750(none)+34
367000(none)+35
Requisites:Dex 18, Con 16
Alignment:any
HD/level:n/a
Weapon 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 Twin: CLd10 dmg, 1 line, ignore WR, infront, replaces Double Standard: CLd10 dmg, 1 target, diagonal, replaces Laser 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 Ripple: CLd10 dmg, 1 cone, infront, replaces Double Vertical: CLd10 dmg, 1 target, up, replaces Laser Snake: As standard but follows you in a slithering line Reduce: 2 Ironskins (per spell), -1 size category Life Option: Your ship’s extra lives become the number of replica balls you have.
2 Way Back: CLd10 dmg, 2 targets, behind Energy: CLd10 dmg, 1 target, (+1V for 1 group), ignore WR, infront, replaces Double Tailgun: CLd10 dmg, 1 target, behind, replaces Laser 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 Cyclone: CLd20 dmg, 1 target, ignore WR, infront, replaces Double Back: CLd10 dmg, 1 target, behind up, replaces Laser Rotation: As standard but rotates around you Force Field: 3 Ironskins (per spell), all sides Mega Crush: CLd100 dmg, 1 room