Dark Horizons

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Transcript of Dark Horizons

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Credits

Game Designers

Richard BreyerBrian HammackErik Frankhouse

Creature DesignerKevin Rank

Story and TimelineBrian Hammack

EditorsRichard Breyer

Edward GardnerJennifer Kohl

 Ar twork Aaron Canaday

Logan FosterErik FrankhouseMichael FuchsNauris KrauzeDieter LudmanTodd Westcot

Based on an original concept by Adrian Wright

Original concept art byPhil Lazzaro 

For more information on the Dark Horizons Universe Campaign Setting visithttp://www.darkhorizons-rpg.com 

‘d20 System' and the 'd20 System' logo are trademarks of Wizards of the Coast, Inc. and are used accordingto the terms of the d20 System License version 6.0. A copy of this License can be found at

www.wizards.com/d20.

d20 Modern, d20 Future, and Wizards of the Coast are trademarks of Wizards of the Coast, Inc. in theUnited States and other countries and are used with permission.

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IntroductionIf you thought man’s past was dark, wait until you see his future.

Welcome to the Dark Horizons universe.

The year is 2610, and the universe asyou know it has changed. Mankind hasconquered the the galaxy; technologicalbreakthroughs such as the Core Implant,the quantum electrino drive, andcybergenetics have altered his way oflife forever; and commerce with otherspecies – including Nomads, Cy-Gens,and the Valence -- has forever changedthe way humanity defines itself.However, none of these changes hasprepared mankind for the sudden

appearance of the Irritus.Whether you participate in a Dark

Horizons campaign as a player or asGamemaster (GM), your actions duringthe game will help shape mankind’sfuture – whether for better or for worseis up to you.

What is the Dark Horizons UniverseCampaign Setting?The Dark Horizons universe is a futurein which mankind has spread throughout

our galaxy, where he has found that heis not alone. In this book, you will find:  histories of all the major players in

this universe that set the stage forepic dramas of profit, war, andsurvival;

  rules for an impressive suite of newplayable species, occupations, skills,feats, advanced classes, weapons,armor, vehicles, spacecraft, creatures,ordinaries, and technologycompatible with this setting; and

  two fully-playable adventures thatcan be played as written or adaptedto your own campaigns.

This book must be used in conjunctionwith d20 Modern Roleplaying Game (which provides all of the rules and

background necessary for playing a d20

game) and d20 Future. The rulesprovided in this book are an addition tothe rules in both of those books (exceptthat FX abilities, as described in Chapter10 of the d20 Modern Roleplaying Game,do not exist in the Dark Horizons universe).The Dark Horizons universe is essentiallyProgress Level 7, with Progress Level 6technology widely available. This settingalso offers a small amount of to ProgressLevel 8 technology.  Anything is possible in a Dark

Horizons universe campaign – the onlylimit is your imagination! Here are just afew examples of characters you mightchoose to play:

  A Myrmidon , equipped with the latestin powered armor and formidableweaponry, lending the strength of yourarms to the highest bidder

  An Emergency Nano-Tech usingadvanced nanotechnology to mendboth man and machine after explosivespace battles

  An Encoder  using your mental link toyour tiny flying drone to pillageelectronic systems for fun and profit

  A Free Trader  piloting your ship fromasteroid to space station to planet in aconstant dance of trade and intrigue

  A Valence Enforcer  using your innatebio-electrical weaponry to protect yourpeople in walking the strict path of theValence Code

  A Cy-Gen Genomorph altering yourphysiology at will as you fight a secret,

desperate battle for the survival of yourscattered people

  A Nomad Huntsman striking terrorinto your prey as you stalk them overthe galaxy armed with deadlycrysanium weapons

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Chapter 1: The Dark Horizons Universe

During the height of the television era,science fiction movies depicted a futurein which mankind had overcome his

dark past and achieved a higher level ofwisdom through his search forknowledge. Early in the 27th century,humanity is actively expanding acrossthe galaxy: Mars has been colonized;Midpoint Station – essentially amanmade planet – floats between Earthand Mars as a testament to what manhas accomplished; and starships winkfrom existence and reappear elsewherewhile everything from aerospace fightersto Omnicars flies between planets.

Unfortunately, despite all of mankind’sachievements, he still has not achievedthe enlightenment predicted by hisoptimistic forebears.

In the first decades of the 21st century,power struggles, economic upheavals,and a nuclear catastrophe plunged theworld into chaos. The political landscapeof the world that emerged from thatchaos was entirely unlike that which hadcome before: from the ashes of theUnited States and Europe, the

Federated States arose like the phoenix;the long-dormant Soviets awakenedfrom their hibernation as the Eastern

Confederation; and the true power of the Asian nations, which had lurked in theshadows for so many generations,emerged into the light as the RisingSuns.

Technological advances allowed thesenew political entities to look off-planetboth for resources and for a new kind ofpower. The first step in mankind’sexpansion into space was his successfulterraforming and colonization of the redplanet. However, Earth’s corruption and

oppression inspired the Martiancolonists to show their natal planet thatMars was still the god of war. Theintercession of the Valence and theNomads finally swayed the tide of theRevolution, and Mars cast the yoke ofTerran Alliance from the planet forever.

Both during and after the MartianRevolution, science and technologymade leaps and bounds in the fields ofnanotechnology, spaceflight,cybergenetics, and warfare. Man and

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machine were brought closer than everbefore in a world where nanometer-sized colonies of machines inhabitmen’s bodies and computers think andact almost like humans. With all of thisnew technology, mankind can explore

space with the greatest of ease andcolonize almost any planet he wishes.

Now, some 315 years after theRevolution, the appearance of apotential new threat has re-awakenedsome of mankind’s old fears. Whenalien beings (now known as the Irritus)suddenly materialized from a jumpgatenear Midpoint Station, Earth’sgovernments were thrown into a state ofalarm that has yet to fully dissipate. Asthough to add to their confusion, the

Valence were prompted by theappearance of the Irritus to return fromthree centuries of self-imposed exile – towarn mankind of the danger the Irrituspose – or so they claim. Now all of thegalaxy’s peoples must chart new pathsin the face of this new threat.

Political FactionsThe history of the Dark Horizonsuniverse is in large part the history of itsmajor political factions. The

relationships among these factions havedriven mankind’s technological andcultural development more than anyother factor.

Eastern ConfederationIf any group has perfected the art ofsubterfuge, it is the Confederation. Asfar back as the 1990s, the Soviet Unionhad set about the largest covertoperation in history. At that time, theregion was in shambles both

economically and politically -- the utopiaof communism had been nothing morethan a pipe dream. Foreseeing thedemise of their way of life, the Sovietleaders took their governmentunderground. The rest of the world,believing that the old regime had fallen,poured both manpower and financial aid

into the region. Decades later, the oldguard re-emerged under the leadershipof Sergei Zhdanov as the EasternConfederation.

Today the Confederation is aspowerful as ever. Confederation

scientists pioneered faster-than-lighttravel with the Quantum Electrino Drive,catapulting humanity across the stars.The Confederation still controls the bulkof the Eurasia and the colonized planetsof Atlantis and Exile.

Confederation citizens lack great trustin government, whether their own orthose of other regions, as a result ofnegative propaganda spread by theConfederation about its rivals. TheConfederation government itself lacks

trust in any other faction, resulting in afocus on (and consequent expertise in)black ops attempting to influence thepolicies of other nations. Of all Earth’spolitical factions, the EasternConfederation considers the FederatedStates its primary rival. Following theMartian Revolution, the Confederationhas been most closely allied with theMartian Consortium, and is a majorsource of weapons and equipment forthe Consortium.

Federated StatesIn August 2010, America’s greatest fearmaterialized as nuclear explosionsripped apart the eastern United Statesand parts of Europe. The once-greatsymbol of freedom was reduced toashes. However, from those ashesarose a new beacon of Westerncivilization: the Federated States.Comprising the United States and muchof the European Union, the Federated

States played a major role in shapingthe future of humanity. Cybergenetics,aerospace jets, and the Cy-Gen specieswere all created in the researchprograms of the Federated States. 

Today the Federated States is moreisolationist than at any point in its past.The Court of States does a good job ofmaking its citizens feel safe behind its

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borders, and the Earthly interests ofthose citizens stops at those borders.However, since its miserable defeat onMars, the Federated States has set itssights on expanding to as many otherplanets as possible – even planets such

as Hal Gainna, the hell planet, so hotthat it is only barely tolerable for humanlife. As it was more than sevencenturies ago, the Federated States isonce again competing with the EasternConfederation on the frontier of space.

The policies of the Federated Stateshave always been designed to serve theinterests of its own people first andthose of the rest of the world second.This has created more than one enemyfor the Federated States, most notably

the Eastern Confederation (longsuspected by the Federated States ofinvolvement in the nuclear attack of2010).

Rising SunsWhen the U.S. was attacked in 2010, itsfirst move was to recall its military frombases around the world, leaving Japanvirtually defenseless. China seized theopportunity to replace US forces with itsown.. Since the major powers of Asia

combined their resources andgovernments (or were devoured by aconquering power, as some historianshave seen it), the Suns have beenresponsible for some of humanity’sgreatest technological advancements,such as the Core Implant andterraforming technology.

Today the Rising Suns is still at thebleeding edge of technologicaldevelopment, especially in the field ofcybergenetics. The products of its

research labs rival anything created bythe Federated States-based Cyber-Tronix Corporation. The Rising Sunshas just recently begun its expansion toother planets, such as Amateras in theTau Ceti star system. Of all of thecolonized planets, Amateras isconsidered by many the most beautiful,with ocean covering more than 85% of

its surface. The planet’s single continentis populated entirely by geneticallyengineered creatures in self-sustainingecosystems, a testament to the success

 – and further potential – of Rising Sunsgenetics research.

Part of the cultural heritage of theRising Suns is an outwardly calmpresence signaling a sense ofsuperiority over outsiders. Themisperception of this serenity aspassivity has led more than one nationto ill-advisedly invade Rising Sunsterritory, and to learn to their chagrinthat the Rising Suns’ Imperial Legion isone of the most effective military forceson Earth.

Of the three major political factions

based on Earth, the Rising Suns is themost reserved and secretive, and itspeople are as proud as their ancestorsever were. The Rising Suns trusts noone and has few dealings with anyoneother than the residents of MidpointStation.

Martian ConsortiumFor years man dreamed of colonizingMars, its rust-covered landscape thesubject of countless stories, but the

sheer cost of the project outweighed theneed to make that dream a reality.However, starting around 2185, acombination of factors shifted thatbalance dramatically: the pressure ofEarth’s population and the decline of itsresources and habitability on the onehand, and the development of effectiveterraforming technology by the RisingSuns on the other. In 2237 terraformingwas completed and the Red Planetbecame home to numerous colonists.

The Federated States and RisingSuns formed the Terran Alliance togovern Mars, but its governance wasnot tolerated for long. After the originalgroup of Cy-Gen workers sent to Marsdisappeared, conjecture over their fateand disillusionment over their treatmentfueled unrest among the colonists(some of whom spurned Earth’s ways

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  Today, as old aggressions are fadinginto memory, everyone from ValenceEnforcers to Nomad Huntsmen can beseen making their way through thestation during any average week. 

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Corporations 

Political factions aren’t the only groupswith significant influence in the DarkHorizons universe. Greed is a potentmotivator, driving history from behindthe scenes as powerfully as ideologydrives history center stage. Knowingthe major corporations is as important toa character in the Dark Horizonsuniverse as knowing the players in thegalaxy’s political power struggles.

Overlord Mercenary GuildThe Overlord Mercenary Guild is thesource of some of the most effectivecombat troops in the galaxy. TheGuild’s soldiers are known asMyrmidons; they are trained in virtuallyevery form of combat, and show no fearin battle. Myrmidons fight in units (the85th Hell Tigers are famous) for anyonewith the money to hire them; theOverlord Mercenary Guild owesallegiance to no political faction.

Cyber-TronixCyber-Tronix opened its doors on July1st, 2066. By 2177, Cyber-Tronix waswidely recognized as the leadinginnovator in both robotics and genetics

research. Cyber-Tronix’ creation of theCy-Gen super-soldiers, who wereinstrumental in ending the Block Warsfor the Federated States, was a criticalfactor in establishing the company’sinfluence in political circles. One of thecompany’s other majoraccomplishments was the developmentof External Interface Core Technology.By the beginning of the MartianRevolution, Cyber-Tronix had facilities invirtually every civilized nation on Earth,

as well as several on Mars. It isrumored that Cyber-Tronix employs itsown police force, although its function isunknown.

Cybell Corporation A leader in the field of medicaltechnology, Cybell is responsible for

some of the greatest advances in theuse of medical nanites. Cybell trainedthe first ENTs to support military forcesin the field.

McCullough Research Corporation

 As early as the beginning of the 21stcentury, private corporations had joinedthe race to put cargo into space cheaplyenough to make the effort worthwhile.McCullough Research, started in 1992by Leon McCullough, a scientist in thefield of advanced propulsion research,was one such corporation. Only fiveshort years after the 2010 tragedy,which prompted the dismantling ofNASA, McCullough Research wasputting satellites into space (for which it

was able to command huge fees). In2064, scientists from McCullough wereable to create a stable N5 rocket fuelring that could release twice the energyof the commonly-used but volatileHydrazine fuel. In 2065, whenMcCullough went public with its findings,Dynamic Aerospace bought N5 fuel topower its new Mustang Fighter, whichwas released in 2068. Later,McCullough designed the direct particledrive, which has become the standard

engine for all Gargantuan starships.

Central Research LabsBy the Federation’s 85th birthday,Earth’s people were suffering theenvironmental consequences of adevice invented 191 years earlier: theinternal combustion engine. During thesummer of 2098, an internationalcouncil met in New Zealand to discussplans to preserve the Earth’s ability tosupport human life. The participants

quickly agreed that toxic emissions fromthe breakdown of fossil fuels weredestroying the atmosphere and that thedemand for fossil fuels was rapidlyoverwhelming the supply. Each nationpresent signed the Advanced FuelResearch Agreement, promising that itwould get serious about the search foran effective alternative fuel system.

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  The use of hydrated ethanol as a fuelhad been seriously investigated evenbefore 2010. In 2100, Central ResearchLabs released a synthetic ethanol fuelcell that was not only 100% pure butalso cheap to manufacture. The most

attractive feature of these fuel cells wastheir fuel conversion efficiency: in placeof the 18% efficiency of standard fuel,ethanol fuel cells reached efficiencies ashigh as 60%.

Ethanol fuel cells were produced inthree classes: the largest, industrialclass for large equipment, vehicle classfor vehicles, and a compact class foreverything from medical equipment toweapons.

Orion Salvage and RecoveryGiven the vast number of space vesselsmoving among Earth, Mars, and themany outposts throughout the galaxy, itis inevitable that ships at times becomestranded or damaged. Companies suchas Orion scavenge these ghost shipstheir precious materials, and make ahefty profit in the process. During theMartian Revolution, it becamenecessary for the crews of salvageships to arm themselves in the event

they got caught up in the fighting; sincethen, tug class ships often carry anaerospace fighter in the hold along withenough weapons to repel any hostileboarders.

The Energiya Corporation At the height of the USSR’s power, theEnergiya Corporation produced themajority of Russia’s space vehicles –everything from delivery systems to theMir space station. However, after the

fall of the USSR, the overall decline ofthe Soviet economy took the Energiyadown with it. By the time SergeiZhdanov founded the Confederation,Energiya had closed its doors.

One of the first things VladimirOryhoski did after the 2014 coup wasre-open the Energiya Corporation.Seeing that the Federated States would

not be a major player in space for sometime, the Eastern Confederation offeredthe services of its space program to therest of the world. Before long, othercountries were paying the EasternConfederation to put their satellites into

orbit. The Federated States itself usedEnergiya’s services until it was able torebuild its own space program.

Energiya not only designs and buildsthe Eastern Confederation’s aerospacefighters and starships, but also pursuesresearch in scientific exploration andcivilian communications. Advances in starship technology

stimulated the need for orbitalconstruction facilities. Naturally,Energiya was commissioned to build the

Eastern Confederation’s orbital shipyard.The shipyard was completed in 2125,and construction of its first warshipbegan immediately. A full complementof aerospace fighters is stationed on theshipyard, ready to defend it no matterwhat.

Kalash-Bloc ArmsThe Eastern Confederation, inpreparation for a global conflict itconsidered inevitable, considered

money no object in the search for aperfectly balanced weapon. Kalash-Bloc Arms was the recipient of a largeamount of that governmental largesse.Founded by Vladimir Kalash and MihailBloc, two of the most respected weapondesigners of their time, the companycontinues to produce the EasternConfederation’s highest-quality militaryside-arms more than a century aftertheir deaths.

Confederated WeaponsConfederated Weapons produces large-scale weapons and vehicles for thedefense of the Eastern Confederation.The company’s land vehicles havebecome widely known for their ability totransport troops to the battlefield underextremely heavy fire and return in onepiece. Confederated Weapons has a

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civilian branch called ConfederatedVehicles, which produces such vehiclesas the Armadillo civilian transport.

Sun Research LabsOn March 3rd, 2063, the never-before-

seen Tian Hou aerospace fighter criss-crossed the sky above the classifiedtesting range of Sun Research Labs.Named for the Empress of the Sky, theTian Hou was capable of taking offvertically and of reaching orbit beforereturning to the ground, where it landedin the same way as any other fighter.The existence of the Tian Hou was a

closely guarded secret before 2068,when it debuted in response to therelease of the Federated States’Mustang fighter. Since that time, SunResearch Labs has been the premierdesigner and builder of aerospace

fighters for the Rising Suns.

Yu-ren Rocket AgencyThe scientists and engineers of the Yu-ren Rocket Agency work closely with thecrews at the Rising Suns’ SpaceExploration Group to design faster andmore efficient starship propulsionsystems.

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Chapter 2: New Species

In the Dark Horizons universe, you canplay as a human, or choose yourcharacter from any of three new

playable species. Your character’sphysical characteristics, abilities,motivations, behavior, and eveninteractions with other characters will tosome extent depend on your character’sspecies – so select wisely! Theopportunities available to your characterin the game are affected by yourcharacter’s species as well – someadvanced classes are possible only forcharacters of certain species.

Species Ad justmentsUpon selecting a non-human species foryour character, you will incur certainbonuses and penalties to yourcharacter’s starting abilities (as shown inthe table below), as well as to your featsand skills. In addition, characters ofnon-human species automatically gaincertain abilities (listed in the speciesdescription). 

Species Modifier

Cy-Gen +2 Con, -2 Wis

Nomad +2 Str, -2 Int, -2 Cha

Valence +2 Dex, -2 Str, -2 Cha

HumanHumankind is the species against whichall others are defined. It is theirdifferences from mankind that mark theValence, Cy-Gens, and Nomads asseparate species. Over the pastmillennium, mankind has controlledEarth, tamed Mars, and spread across

the galaxy. Technology such as theCore Implant, powered armor, andnanotechnology enhance mankind’sabilities on the march through the starsin search of habitable planets.

Mankind’s primary location is stillEarth, although many humans moved toMars during the 2240 colonization.Many space stations and outposts, such

as Midpoint and Ganymede, arebeginning to see more humans as theyspread across the solar system. The

creation of the quantum electrino drivehas allowed mankind to travel to andcolonize planets in other star systemsas well.

Humans have the widest variation inappearance of all the races. Theaverage human’s height is around 5’ 11”;however, those who spend long periodsin low gravity during their developmentare often taller.

With advancements in medicalnanotechnology and the development of

the Core Implant, mankind hasartificially increased his potentiallifespan to around 125 years.

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appearance. The one physical traitcommon among all Cy-Gens is the colorof their eyes: a rich emerald green. Theaverage Cy-Gen’s height is around 6’.

Determining the natural lifespan of aCy-Gen is not yet possible, since the

only Cy-Gens to have died have doneso in battle or by accident. It is believedthat with their advanced physiology, Cy-Gens could easily live more than 250years.

Cy-Gens tend to be quiet andreserved among outsiders, the legacy ofa mistrust of humans. However, whenpushed they often will demonstrate thesuper-human strength that originallycaused so many to fear them.

Perhaps out of a kind of loyalty to their

creators, Cy-Gens tend to take namestypical of 20th century North America(such as Adam or Trisha).

Species TraitsType: Humanoid.Size: Medium-size. Cy-Gens have no

special bonuses or penalties due to theirsize.

 Ab il ity Modif iers:   +2 Con, -2 Wis.Speed: 30 feet. Electric Weakness: The bio-organic

nanites that comprise most of a Cy-Gen’s body make him especiallyvulnerable to electricity. Electricity deals1.5 times as much damage to a Cy-Genas to a character of any other species. 

Fast Heal: Cy-Gens’ bodies healtwice as fast as those of humans. A Cy-Gen character recovers 2 hit points percharacter level per evening of rest (seeChapter 5: Combat in the d20 ModernRoleplaying Game for basic healingrules). In addition, ability damage

returns at a rate of 2 points per eveningof rest (and 4 points per day forcomplete bed rest) for a Cy-Gencharacter. 

Genetic Breed: Cy-Gens are builtfrom a DNA strand twice as long as thatdefining a human, which allows them toaccept gene therapy faster and moresuccessfully than any other species. A

Cy-Gen gains a +2 to all Fortitude savesfor gene therapy, and the number ofsuccessful checks required for aparticular modification is reduced by five.(For base success numbers for varioustypes of gene therapy, see Chapter Five:

Scientific Engineering in d20 Future). Perfect Bui ld: Although they were

designed to epitomize the ideal human,Cy-Gens are still feared by many asruthless killing machines. When dealingwith humans, a Cy-Gen who is thoughtto be human gains a +2 circumstancebonus to Charisma checks and to thefollowing skills: Bluff, Diplomacy, GatherInformation, Intimidate, and Perform.This bonus is a result of a Cy-Gen’scomplete lack of physical imperfections.

Either a wound that reduces a Cy-Gen’shitpoints by at least half or a Spot checkDC 25 will reveal a Cy-Gen who is tryingto pass as human. This causes theabove-mentioned Charisma checks andskills to incur a –4 circumstance penalty,except for the Intimidate skill, which nowgains a +4 circumstance bonus. Thisbonus is a result of the mistrust and fearthat nearly all humans feel for Cy-Gens.Note that these bonuses and penaltiesdo not apply in interactions involving

non-human characters. Superior Threshold: The blood of a

Cy-Gen is teeming with bio-organicnanites, which control everything fromblood loss to system shock. With sucha sophisticated system of physiologicaldefenses, these genetic perfections cansurvive damage that would kill theirhuman counterparts. A Cy-Gen receivesa +2 to his massive damage threshold.

Free Language Skills: Read/WriteEnglish, Speak English.

Level Adjus tment: +0.

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NomadThe Nomads are descended from thoseamong the original human settlers ofMars who felt more comfortablewandering the Martian wilderness thanliving in the restricted environment of thedomed cities, Over many generations,these people developed physical traitsdifferent from those of humans whospend most of their lives on Earth or inartificially terrestrial environments.Today’s Nomads are larger and strongerthan their forebears (averaging 6’6” inheight), andbetter able tosurvive in theuntamedwilderness.Without formaleducation,Nomads lackthe highIntelligence ofhumans, but lifein such a harshland teachesWisdom.

Since theearly days theNomads have

beenaccustomed toan itinerant life,movingfrequently fromplace to placeas theenvironmentallows. Whenthe population of Nomads reached1,000, it divided itself into eight separateHouses: Aeiges, Thalonees, Russin,

Lapro, Panacon, Orion, Nantillis andFelanor. (A ritual tattoo on the leftcheek of every adult Nomad indicateshis House and the position he occupieswithin his House.) Each house has oneleader, typically an elder, who sits onthe House Council that governs theNomads as a whole.

While the houses vary in traditions,one common thread among all Nomadsis a hatred of technology. The originalNomads identified excessivetechnological advancement as the rootof humanity’s evil; they believed that

mankind would spoil Mars just as it hadspoiled Earth. Because Nomads rejectmedical technology, their averagelifespan is relatively short – only around85 years. Although Nomads areopposed to most forms of technology,they will use ships and other forms of

mechanicaltransportation asnecessary. To aNomad, theenlightened

rejection oftechnology is asign of Nomadsuperiority overmankind.

One of themost intriguingaspects ofNomad culture isthe Nomads’ability to fashiontools and

weapons fromcrysanium, acrystallizedmetallic mineralcommon onMars. Non-Nomadcraftsmen havetried to workcrysanium, but

none have had such success.Crysanium weapons have been

outlawed on many planets, making themhighly sought after.

The ability to track is highly esteemedin Nomad culture. While even theyoungest Nomads can track a subjectbetter than almost any human, the art isdeveloped to its highest level by NomadHuntsmen, whose skills are in highdemand throughout the galaxy.

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Huntsmen are often hired by largecorporations to find thieves, hackers,and other corporate criminals. After the Martian Revolution ousted

the Terran Alliance from the Red Planet,the Nomads were still faced with

mankind’s corruption. The leaders ofthe eight Houses were part of theMartian Consortium that liberated theplanet from Earth’s grasp; however,when talks between the Martian factionsdegenerated into endless dispute, theHouse Council saw fit to remove itselffrom the Consortium altogether. Six ofthe eight houses withdrew to thenorthern area of Mars to live free of thepolitical conflict afflicting the south. TheThalonees and Panacon Houses fled

further, making a pact with the FreeTrade Alliance to move wholesale to theplanet Panacon, some 35 light-yearsfrom Mars. Since then the Nomads andFree Traders have enjoyed a mutuallybeneficial relationship: Free Tradersprovide transportation on their ships inexchange for gifts of unique Nomadgoods.

Today, the Nomads’ old hatred forhumanity has cooled somewhat, so thesight of a Nomad in a human area of

Mars or even off-planet is not thatuncommon. Nomad Huntsmen inparticular travel widely in the course oftheir hunting, following their prey where-ever it may run.

Nomads’ names reflect any affinitywith the names of their spiritualancestors on Earth. Here are sometypical names:

Male: Addo, Anwah, Belthar, Calis,Galatmiel, Miza, Olama, Razael,Shalma, Timmon, Zalak

Female: Atsu, Alizia, Brallie,Hasanya, Sala, Ramla, Straza, Thala,Yanli, Zula.

Species TraitsType: Humanoid.Size: Medium-size. Nomads have no

special bonuses or penalties due to theirsize. 

 Ab il it y Modi fiers: +2 Str, -2 Int, -2Cha.

Speed: 40 feet.Feat of Strength:  A Nomad who

senses danger can trigger an inhumansurge of adrenaline through his body for

a short period of time. This adds a +4 toStrength for a number of rounds equalto 3 + his Con modifier. A Nomad canperform a feat of strength once per day.

Low-Light Vision: Nomads have low-light vision. They can see twice as far ashumans in starlight, moonlight, torchlight,and similar conditions of shadowyillumination. They can also discern colorand detail under these conditions. 

Low Tech: The Nomads believe thatthe advancements in technology that

brought them to Mars and terraformedthe planet will be the same technologiesthat bring about the end of humanity.Nomads begin the game withproficiency in all Nomad speciesweapons and Archaic Weapons. Classabilities and feats do not grant Nomadsproficiency in any equipment fromProgress Level 4 or higher, but they canattempt to use such equipment with a -4to all related ability checks, attack rolls,and skill checks.

Survivalist: Nomads always haveSurvival as a species skill. (For moreinformation about this skill, see Chapter2: Skills in the d20 Modern RoleplayingGame). In addition, a Nomad receives+4 to Fortitude saves to resist theeffects of harsh environments.

Free Language Skills: Common.Level Adjus tment: +0.

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ValenceThe origin of the Valence is unknown.They appear to have originated on Marsand to have passed for Martian humansuntil shortly before the MartianRevolution, when Xavier Thomas (thefuture leader of the Valence) wascaptured by the Federation after a freakaccident exposed his extraordinaryabilities. When Thomas escaped,government officials kept all knowledgeof his existence from the public. Thepresence of the Valence did not becomewidely known until 2289, whenFederated States Rangers accidentallyattacked a group of Valence Templars.

During the Martian Revolution, theValence played a critical role in the

Consortium. The humans of both Earthand Mars quickly grew to fear theValence because of their truly alienability to project bio-electrical energyfrom their bodies.

The only known settlements of the

Valence on Mars through the end of theRevolution were on the Plains of LycusSulci. After the Revolution, the ValenceCouncil felt it best to remove theirpeople from mankind’s presence. Thecompletion of the jumpgate for theGaspra Outpost allowed the Valence tomove their entire civilization to theplanet Glacialis in the Epsilon Indisystem.

Physically the weakest of thehumanoid species, the Valence are thin

and graceful, standing no taller than theaverage human. Many ordinaryhumans are frightened of the deep blueshade of Valence eyes, which was oncenotably described as “flowing withenergy”.

Xavier Thomas wrote the ValenceCode by which the Valenceare governed. The codeemphasizes that theValence must under allcircumstances attempt to

live at peace withhumankind. To comply withthe Code as fully as

possible, the Valence mustoften deny their emotions,

requiring of them a fierce control.However, if action is required, theValence can display some of the mostlethal traits of any species.

Species TraitsType: Humanoid (Valence).

Size: Medium-size. Valence have nospecial bonuses or penalties due to theirsize.

 Ab il it y Modif iers:  +2 Dex, -2 Str, -2Cha.

Speed: 30 feet. Advanced Class Rest rict ions: A

Valence character cannot belong to aclass that requires a Core Implant or

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any other form of nanite enhancement,due to the large amount of bio-electricalenergy generated by the Valence.

Skill Bonus:  A Valence charactergains a +2 bonus to Disable Devicechecks involving electronic components

or that are electronic in nature.Valent Surge: The physiology of any

nervous system involves a number ofelectrical processes, but the body of aValence is a maelstrom of hugepotential differences. A Valence whofeels threatened can discharge a burstof electrical energy capable of stunningand even injuring an attacker. SomeValence can harness this burst toachieve other effects. Once per day, aValence character can make a touch

attack releasing this stored energy,causing 1d4 +1/3 of his level points ofdamage. The opponent must also makea Fortitude save DC equal to 10 + Conmodifier + 1/2 character’s hit die or bestunned for 1d6 rounds.

Weapon Affin ity (delRaines): TheValence are more familiar with thedelRaines exotic ranged weapon thanare members of other species, so for aValence character, the PersonalFirearms Proficiency rather than the

Exotic Weapons Proficiency applies tothis weapon.

Electrical Feedback:  A Valencecharacter can disable an electronicdevice for a brief period of time simplyby touching it. The use of this ability onan inanimate object is a moveequivalent action and does not requirean attack roll. If the target is animate(e.g., a robotic construct) or is beingused by another character, the Valencemust make a touch attack against the

target’s user to disable the device; ifsuch an attack misses, the charge

accumulated by the Valence characterin preparation for the attack is held untilthe character touches an object orotherwise discharges it. Disabling apiece of equipment or an object rendersit temporarily unusable (e.g., electronic

doors will not open, weapons that usepower cells will not fire). Characters thatcan be affected by this ability are dazedby it. This ability can be used once perday, and its effect lasts a number ofrounds equal to 1 + the Valencecharacter’s Con modifier. Using theability costs 1 action point.

Rejection: All items and gear thatpossess electronic components or areelectronic in nature require specialinsulation when used by a Valence

character, or they risk serious damagefrom the large amount of bio-electricalenergy he generates. The cost of therequired insulation adds 2 to thepurchase DC of such items. A Valencecharacter can use non-insulatedelectronic devices, but each time hedoes so, there is a chance the item willshort out. Whenever a Valencecharacter fails a check by 10 or more orrolls a natural 1 while using a non-insulated electronic item, the item

ceases to function until it is repaired.(The rules for the Repair skill can befound in Chapter 2: Skills in the d20Modern Roleplaying Game.) 

Ranged Dodge: Because the Valenceare very adept at predicting the paths ofincoming projectiles, a Valencecharacter receives a +1 bonus to hisdefense against ranged attacks.

Free Language Skills: Read/WriteValence, Speak Valence.

Level Adjus tment: + 0.

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  Benefit: A character with this featincreases the range of his Tech Drone’ssensor array by 10 feet. 

Extra Electrical FeedbackPrerequisite: Valence.

Benefit:  This feat allows a Valencecharacter to use his Electrical Feedbackability an extra 3 times per day. TheValence must still pay the associatedaction point cost each time he uses thisability.

Normal: A Valence character withoutthis feat can use electrical feedbackonce per day.

Hardened SkinPrerequisite: Cy-Gen, Con 16.

Benefit:  When a Cy-Gen gains thisfeat, his skin is hardened through DNAchanges, giving an almost insect-likeappearance to his skin and granting himDR 1/-. A Cy-Gen who takes this featwho attempts to pass as humanrequires a Spot check of only DC 15 tobe recognized as a Cy-Gen (instead ofthe usual DC 25).

Special: This feat can be taken up to3 times, with the damage reductionstacking each time.

Hostile FabricationPrerequisite: Ability to run Tech

Programs.Benefit: A character with this feat who

makes an attack roll, melee touch attack,or ranged touch attack as part of a TechProgram gains a +1 to that roll.

Improved Valent SurgePrerequisite: Valence.Benefit:  This feat increases the

damage dealt by a Valence character’sValent Surge ability to 1d6 +1/3 levelsand the Fortitude save DC to resistbeing stunned for 1d6 rounds by 2.

Normal: A Valence character whodoes not have this feat deals 1d4 pointsof damage +1/3 levels, and the DC toresist being stunned equals 10 + Conmodifier + 1/2 character’s hit die.

Nanite ResistancePrerequisite: Constitution 13+.Benefit: A character with this feat has

an immune system that has adapted toa world where nanites are common, and

often have harmful effects. A characterwith this feat who makes a Fortitude orWill save to resist an effect resultingfrom internal nanites gains a +4circumstance bonus to the save. Thisability has a drawback, however: when acharacter with this feat is exposed tobeneficial nanites, those nanites have a25% chance of failing.

Over Charge (Runner)Prerequisite: Tech Level 2.

Benefit: When running a techprogram you can spend 2 ENC morethan normal on Options and Upgrades.

Normal: You can spend as manyENC as your total runner level.

Program CompressionPrerequisite: The ability to run Tech

Programs.Benefit: A character with this feat is

able to make optimum use of afabricator’s or Tech Drone’s internal

memory storage, gaining an extramemory slot in each of his fabricators. 

Program EfficiencyPrerequisite: The ability to run Tech

Programs.Benefit: A character with this feat has

4 bonus ENC points per day that maybe spent only on Tech Programs fromthe category (utility, mechanics,biomedical, software, or sensor) chosenupon acquiring the feat.

Special: A character can gain this featmultiple times. Each time the feat istaken, a different category of TechPrograms is chosen.

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Chapter 4: New Advanced Classes

In addition to the advanced classesfound in the d20 Modern RoleplayingGame and in d20 Future, the DarkHorizons universe offers eight newadvanced classes. While any d20Modern or Future advanced class canbe played in a Dark Horizons universe

campaign (with the approval of the GM),some of the d20 Modern and d20 Futureadvanced classes may not meshespecially well with the design of the

Dark Horizons universe campaignsetting. It is left to the GM’s discretionwhich advanced classes are appropriatefor a specific campaign.

For more information about skills andfeats not described in this guide, seeChapter 2: Skills or Chapter 3: Feats in

the d20 Modern Roleplaying Game; formore information about skills and featsmarked with a star (*), see Chapter 1:Characters in d20 Future.

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Table 4-1: The Emergency Nano-TechClassLevel

Class ENCBonus

Base Fort Ref Will SpecialDefenseBonus

ReputationBonus

1 2 +0 +0 +0 +1 Tech Level 1, Natural Mechanic +0 +0

2 4 +1 +0 +0 +2 First Action +1 +0

3 8 +1 +1 +1 +2 Bonus feat, Tech Level 2 +1 +1

4 10 +2 +1 +1 +2 Lifesaving Influence +1 +1

5 12 +2 +1 +1 +3 Tech Level 3 +2 +1

6 14 +3 +2 +2 +3 Bonus feat +2 +2

7 18 +3 +2 +2 +4 Tech Level 4 +2 +2

8 20 +4 +2 +2 +4 Creative Repairs +3 +2

9 22 +4 +3 +3 +4 Bonus feat, Tech Level 5 +3 +3

10 26 +5 +3 +3 +5 Machine Resurrection +3 +3

Table 4-2: Intelligence ENC Bonus (ENT)IntModifier

LevelOne

LevelTwo

LevelThree

LevelFour

LevelFive

LevelSix

LevelSeven

LevelEight

LevelNine

LevelTen

+1 2 3 4 5 6 7 8 9 10 11

+2 3 4 5 6 7 8 9 10 11 12

+3 4 5 6 7 8 9 10 11 12 13

+4 5 6 7 8 9 10 11 12 13 14

+5 6 7 8 9 10 11 12 13 14 15

Emergency Nano-TechWhen damage is done to either man ormachine, the Emergency Nano-Tech(ENT) is there to see that damagerepaired. A master of science andtechnology, the ENT is able to applyknowledge amassed over centuries tothe crisis of the moment. He is bothdoctor and repairman, usingnanotechnology to control matter at themolecular level. It is easy to identify theEmergency Nano-Tech by the distinctivepersonal fabricator he carries.

The ENT is typically the first torespond to an emergency. In this age ofspace travel, it is necessary for the skillsof emergency response personnel toinclude not only medical care but alsomechanical aptitude; a leak in a ship’shull can be just as lethal as a gunshotwound. In addition to traditional repair

and healing skills, the ENT usesfabricators (see Chapter 13 in this guide)in conjunction with Tech Programs (seeChapter 14 in this guide). Creative useof these tools allows the ENT to dealwith most of the various problems thatcan arise in any emergency situation.

REQUIREMENTSTo qualify to become an EmergencyNano-Tech, a character must fulfill the

following criteria. Skills: Computer Use 6 ranks, Repair

6 ranks, Treat Injury 6 ranksFeats: Gearhead, Surgery

CLASS INFORMATIONThe following information pertains to theEmergency Nano-Tech advanced class.

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Hit DieThe ENT gains 1d6 hit points per level.The character’s Constitution modifierapplies.

 Action Points

The ENT gains a number of actionpoints equal to 6 + one-half hischaracter level, rounded down, everytime he attains a new level in this class.

Class SkillsThe ENT's class skills are as follows.

Computer Use (Int), Concentration(Con), Craft (pharmaceutical,mechanical, structural) (Int), Drive (Dex),Knowledge (behavioral sciences, earthand life sciences, technology) (Int),

Profession (Wis), Read/Write Language,Repair (Int), Research (Int), SpeakLanguage, Treat Injury (Int).

Skill Points at Each Level: 5 + Intmodifier (2 + Int modifier fornonhumans).

CLASS FEATURESThe following features pertain to theENT advanced class.

Tech Programs The ENT is able to create special effectsby running Tech Programs found in theUtility, Biomedical, and Mechanicalprogram lists. An ENT’s ability to runthese programs, represented by hisTech Level, improves with his classlevel as shown in the Emergency Nano-Tech table following this section.

ENTs also gain bonus Effective NaniteCharge (ENC) as they gain Tech levels,representing their improved ability to run

Tech Programs. Note that a character’stotal ENC is a pool consisting of hisclass ENC bonus, his intelligence ENCbonus, and his equipment ENC bonus.

 Acquir ing Tech Programs:  An ENTstarts the game with 4 unrestricted Level1 Tech Programs. After that, he mustacquire programs by purchasing them

(purchase DC = 12 plus Tech level).Restricted Tech Programs are availableonly on the black market, whichincreases their purchase DCs by 2. Theonly other way for a character to gainprograms is to find them during the

course of the game.

Natural Mechanic Emergency situations often catch othercharacters unprepared, but ENTs havethe skills to cope quickly and effectivelywith any crisis. Starting at 1st level, anENT does not suffer a –4 penalty forusing improvised tools on any Repairchecks, and if he does have the propertools he gains an additional +1 to Repairchecks

First Action ENTs can’t hesitate, because deathwaits for no man. By spending 2 actionpoints, a 2nd level ENT can act as if hehad refocused his initiative on theprevious round. This can be used at anytime during combat as a free action(including at the start of combat), butcan only be used once during anyparticular instance of combat.

Bonus Feats   At 3rd, 6th, and 9th level, the ENT gets abonus feat. The bonus feat must beselected from the following list, and theENT must meet all the prerequisites ofthe feat to select it.

Builder, Cautious, Creative, Educated,Focused, Medical Expert, Renown,Surface Vehicle Operation, Surgery,Windfall.

Lifesaving Influence 

ENTs are valued for their ability to healeven the worst of injuries. Theknowledge that help is on the wayencourages an ENT’s allies to holdtightly to life when injured. When acharacter drops below half of his hitpoints within 30 feet of a friendly ENT at4th level or higher, that character gains a+2 morale bonus to Defense. This

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bonus will last until that character’s hitpoints are restored to more than half,until combat ends, or until the characterhas been reduced to 0 hit points or less.

Creative Repairs

When a breach in a space habitat isspewing atmosphere, time is of theessence. An 8th level ENT can spendan action point to halve the timerequired for a single Repair check, or hecan spend an action point to reduce thewealth DC for a single Repair check by5.

Machine ResurrectionNormally when a machine is reduced to0 hit points it is completely destroyed,and can be used only for salvage.However, if a 10th level ENT can get to a

machine that has been reduced to 0 HPwithin 5 minutes, he can begin a singleRepair check DC 35 to prevent themachine’s total destruction, repairing themachine by 1d4 hit points. If the checkfails, then the machine is lost but canstill be salvaged.

 

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 Table 4-3: The EncoderClasslevel

Class ENCBonus

Base Fort Ref Will SpecialDefensebonus

Reputationbonus

1 2 +0 +0 +2 Tech Level 1, Tech Drone +1 +0

2 4 +1 +0 +3 Hacker +1 +0

3 8 +1 +1 +3 Bonus feat, Tech Level 2 +2 +0

4 10 +2 +1 +4 Robotic Maintenance +2 +1

5 12 +2 +1 +4 Structural Upgrade, Tech Level 3 +3 +1

6 14 +3 +2 +5 Bonus feat +3 +1

7 18 +3 +2 +5 Tech Level 4 +4 +2

8 20 +4 +2 +6 Speed Hacker +4 +2

9 22 +4 +3 +6 Bonus feat, Tech Level 5 +5 +2

10 26 +5 +3 +7 Super Autonomy +5 +3

Table 4-4: Intelligence ENC Bonus (Encoder)INTModifier

LevelOne

LevelTwo

LevelThree

LevelFour

LevelFive

LevelSix

LevelSeven

LevelEight

LevelNine

LevelTen

+1 2 3 4 5 6 7 8 9 10 11

+2 3 4 5 6 7 8 9 10 11 12

+3 4 5 6 7 8 9 10 11 12 13

+4 5 6 7 8 9 10 11 12 13 14

+5 6 7 8 9 10 11 12 13 14 15

Encoder The Encoder is an expert both inrobotics and in working with computersystems. He is able to build andmaintain advanced mechanical systemsand artificial intelligence (AI) programs.

In a world where such systems are ascommon as they are heavily relied upon,the Encoder is highly respected andoften feared. While the Encoder canhack computer systems in the traditionalway, he also has access to animpressive arsenal of Tech Programsthat can enhance or damage anycomputer-controlled system. Encodersare assisted by Tech Drones. A TechDrone is an advanced AI program that isuploaded into a specially designed robot

body equipped with advanced sensors,a small fabricator and an encryptedwireless interface. The Encoder’sspecial abilities, along with the ever-present shadow of his hovering Drone,have earned him the nickname “thewizard”. 

REQUIREMENTS

To qualify to become an Encoder, acharacter must fulfill the followingcriteria.

Skills: Computer Use 6 ranks, Craft(electronics) 6 ranks.

Feat: Educated.

CLASS INFORMATIONThe following information pertains to theEncoder advanced class.

Hit DieThe Encoder gains 1d6 hit points perlevel. The character’s Constitutionmodifier applies.

 Ac tion Points

The Encoder gains a number of actionpoints equal to 6 + one-half his level,rounded down, every time he attains anew level in the Encoder class.

Class Skills The Encoder’s class skills are as follows.

Computer Use (Int), Concentration(Con), Craft (electronic) (Int), Craft

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(mechanical) (Int), Decipher Script (Int),Drive (Dex), Knowledge (current events,earth and life sciences, physicalsciences, technology) (Int), Profession(Wis), Read/Write Language, Repair(Int), Research (Int), Speak Language,

Treat Injury (Wis).

Skill points at each Level: 5 + IntModifier.

CLASS FEATURESThe following features pertain to theEncoder advanced class.

Tech Programs The Encoder is able to create specialeffects by running Tech Programs found

in the Utility, Software, and Sensorprogram lists. An Encoder’s ability to runthese programs, represented by hisTech Level, improves with his classlevel as shown in the Encoder tablefollowing this section.

Encoders also gain bonus effectivenanite charge (ENC) as they gain Techlevels, representing their improvedability to run Tech Programs. Note that acharacter’s total ENC is a poolconsisting of his class ENC bonus, his

intelligence ENC bonus, and hisequipment ENC bonus.

 Acquir ing Tech Programs: AnEncoder starts the game with 4unrestricted Level 1 Tech Programs.

 After that, he must acquire programs bypurchasing them (purchase DC = 12plus Tech level). Restricted TechPrograms are available only on theblack market, which increases theirpurchase DCs by an additional 2. The

only other way for a character to gainprograms is to find them.

Tech Drone A Tech Drone is an AI-controlled roboticassistant used by an Encoder to runTech Programs. An Encoder has amental bond with his drone, which ismaintained through a neural link

provided by either a Core Implantupgrade or a third-party device.Because this link is organicallyconstructed, it does not count ascybernetic and is not restricted from useby Valence characters. (It is possible to

have a mechanical variant of the bio-neural link for heroic robotic charactersor heavily cybernetic characters.) Therange of the neural link is limited to 100feet. If a Tech Drone moves beyond thisdistance from its Encoder, it will doeverything it can to complete its missionand move back within range unless ithas specific instructions from itsEncoder to do otherwise. 

In theory, anyone can build a TechDrone robotic body, but only an Encoder

can write the AI program to make itfunction properly. (For more on TechDrone construction, see Chapter 12:Robotics in this guide). If a TechDrone’s body is destroyed, its ownercan salvage the drone by buying orbuilding a new robot body and reloadingthe original AI into it. An Encoder canuse only one drone at a time. (Thisdoes not prevent Encoders from havingas many backup robot bodies as theycan afford.) Also, some Tech Programs

involve making a melee or ranged touchattack. While the Tech Drone makes thisattack it does so with the Encoder’sbase attack bonus because the Encoderis directly controlling the Drone. 

Hacker   At 2nd level, an Encoder becomes amaster hacker, gaining a +4 bonus tocomputer use when attempting to hacka computer system manually. 

Bonus Feats   At 3rd, 6th, and 9th level, the Encodergets a bonus feat. The bonus feat mustbe selected from the following list, andthe Encoder must meet all theprerequisites of the feat to select it.

Builder, Cautious, Creative, Educated,Focused, Gearhead, Meticulous,

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 Table 4-5: The EnforcerClassLevel

Base Fort Ref Will SpecialDefenseBonus

ReputationBonus

1 +0 +0 +1 +1 The Zone Level 1 +1 +0

2 +1 +0 +2 +2 Energy Focus +1 +0

3 +2 +1 +2 +2 Bonus feat, The Zone Level 2 +2 +1

4 +3 +1 +2 +2 Threatening Sphere +2 +1

5 +3 +1 +3 +3 The Zone Level 3 +3 +1

6 +4 +2 +3 +3 Bonus feat +3 +2

7 +5 +2 +4 +4 The Zone Level 4 +4 +2

8 +6 +2 +4 +4 Lasting Surge +4 +2

9 +6 +3 +4 +4 Bonus feat, The Zone Level 5 +5 +3

10 +7 +3 +5 +5 The Trance +5 +3

EnforcerWhen Xavier Thomas organized theValence, he commissioned the Templarto act as the protector of the species.However, Nathaniel delRaines wantedsomething more: a group of highlycombat-trained soldiers to enforce theValence Code on Mars and beyond. Hislegacy is the Valence Enforcer. Whenthe Valence need a situation cleaned up,

no one is tougher and more effectivethan the Valence Enforcer. Able to takeon odds that would frighten the mostseasoned veteran, an Enforcer gets the

 job done.  A tremendous amount of mystery

surrounds the Enforcers, even amongthe Valence themselves. An Enforcer iseasily recognized by his traditional blacklong-coat. Armed with a Valence-specific dual pistol system known as thedelRaines, the Enforcers are the mostrespected and highly trained soldiers ofthe Valence.

REQUIREMENTSTo qualify to become an Enforcer, acharacter must fulfill the followingcriteria:

Species: ValenceBase Attack Bonus: +3

Skill: Sense Motive 4 ranks.Feat: Two-Weapon Fighting 

CLASS INFORMATIONThe following information pertains to theEnforcer advanced class.

Hit DieThe Enforcer gains 1d8 hit points per

level. The character’s Constitutionmodifier applies.

 Ac tion PointsThe Enforcer gains a number of actionpoints equal to 6 + one-half hischaracter level, rounded down, everytime he attains a new level in this class.

Class SkillsThe Enforcer’s class skills are as follows.

Balance (Dex), Concentration (Con),Gather Information (Cha), Intimidate(Cha), Jump (Str), Knowledge(behavioral sciences, physical sciences,streetwise, tactics, theology andphilosophy) (Int), Listen (Wis),Profession (Wis) Read/Write Language ,Search (Int), Sense Motive (Wis), SpeakLanguage, Spot (Wis), Survival (Wis),

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Swim (Str), Treat Injury (Wis), Tumble(Dex).

Skill Points at Each Level: 4 + Intmodifier.

CLASS FEATURESThe following features pertain to theEnforcer advanced class.

The ZoneThe Zone is a state of concentration thatallows an Enforcer to perceive andinterpret the electrical impulsesthroughout a person’s body; armed withthis knowledge, he can predict anopponent’s movements and react tothem instantaneously in a fight. In order

to gain bonuses from The Zone, anEnforcer must not be wearing armor.

The Zone becomes increasinglyhelpful as an Enforcer gains experience,allowing him to reach a deeper focus.Starting at 1st level, an Enforcer canenter the Zone as a move equivalentaction; he must not leave the 5-footsquare he occupies at the time heenters The Zone,or The Zone willend before its

natural duration isreached. TheZone grants a 1st level Enforcer +2to Defense vs. allranged attacks, aswell as +2 toattacks anddamage. At 3rd level, an

Enforcer adds hisWisdom modifier

to his defense anddoes not lose thismodifier unless heis flat-footed. At5th level, anEnforcer gains theability to ignorehalf an opponent’sbonuses of cover

and concealment. At 7th level, anEnforcer gains an extra attack at hishighest attack bonus while in The Zone.Finally, at 9th level an Enforcer canmove up to half again his movementspeed. The Zone lasts a number of

rounds equal to 3 + 1/2 Enforcer level.

Energy Focus At 2nd level, an Enforcer becomes soadept at controlling energy that he adds+2 to any DC with weapons causingstun damage or any use of a ValentSurge.

Bonus Feats At 3rd, 6th, and 9th level, the Enforcergets a bonus feat. The bonus feat must

be selected from the following list, andthe Enforcer must meet all theprerequisites of the feat to select it.

Blind-Fight, Burst Fire, CombatExpertise, Combat Reflexes, Dead Aim,Defensive Martial Arts, Dodge, DoubleTap, Elusive Target, Far Shot, Improved Initiative, Improved Two-WeaponFighting, Point Blank Shot, Power Attack,

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Precise Shot, Quick Draw, Quick Reload,Weapon Finesse, Weapon Focus.

Threatening Sphere At 4th level, an Enforcer gains a 10-footthreat range with any form of Medium-

size or smaller ranged weapon.Threatening Sphere also allows anEnforcer to fire a Medium-size orsmaller firearm in melee combat withoutprovoking attacks of opportunity.

Lasting Surge At 8th level, an Enforcer learns toharness his Valent Surge to a pair ofmelee or ranged weapons, giving theman electrical charge. As a standardaction, an Enforcer can use one Valent

Surge per day to charge a pair ofranged or melee weapons, allowingthem to deal an extra 1d6 electricaldamage for a number of rounds equal to

3 + the Enforcer’s Wisdom modifier. Ifan Enforcer is using a delRaines pistol,one Valent Surge will charge both theranged and the melee part of theweapon.

The Trance At 10th level, an Enforcer can turn hisZone into a Trance, allowing him toreach a new stage of concentration for abrief period of time. Entering The Tranceis a full round action and uses up oneZone use for the day. The Trance allowsan Enforcer to attack every opponentwithin his threat range, and he mayfreely switch from melee to rangedattacks during The Trance. The Trancelasts for one round. It can be used while

a Zone is in effect, but it cannot prolonga Zone beyond its maximum duration.

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Table 4-6: The Free TraderClassLevel

Class ENCBonus

Base Fort Ref Will SpecialDefenseBonus

ReputationBonus

1 2 +0 +0 +1 +1 Hand Me Down, Tech Level 1 +0 +0

2 4 +1 +0 +2 +2 Haggle +1 +0

3 8 +2 +1 +2 +2 Bonus feat +1 +0

4 10 +3 +1 +2 +2 Space Awareness, Tech Level 2 +1 +1

5 12 +3 +1 +3 +3 Bring the Worst +2 +1

6 14 +4 +2 +3 +3 Bonus feat +2 +1

7 18 +5 +2 +4 +4 Every Last Bolt, Tech Level 3 +2 +2

8 20 +6 +2 +4 +4 Cutting Losses +3 +2

9 22 +6 +3 +4 +4 Bonus feat +3 +2

10 26 +7 +3 +5 +5 Master Trader, Tech Level 4 +3 +3

Table 4-7: Intelligence ENC Bonus (Free Trader)IntModifier

LevelOne

LevelTwo

LevelThree

LevelFour

LevelFive

LevelSix

LevelSeven

LevelEight

LevelNine

LevelTen

+1 2 3 4 5 6 7 8 9 10 11

+2 3 4 5 6 7 8 9 10 11 12

+3 4 5 6 7 8 9 10 11 12 13

+4 5 6 7 8 9 10 11 12 13 14

+5 6 7 8 9 10 11 12 13 14 15

Free TraderFrom Earth to Mars, from Midpoint to

the depths of the asteroid belt, FreeTraders can be found going about theirdaily business of salvage, trade, andsupply. The Free Traders are a looseassociation of merchants who operatethroughout the interior solar system.They are uncannily successfulbusinessmen, using advances infabrication technology to turn a meanprofit. They master the skills of craftingand haggling, traveling between citiesand even between worlds to buy and to

sell in the name of progress, capitalism,and personal wealth. Because FreeTraders spend so much time in space,they quickly learn to survive therethrough a combination of quick wits andskill behind the controls of any space-faring vessel.

REQUIREMENTS

To qualify for the Free Trader advancedclass, a character must meet thefollowing criteria.

Base Attack Bonus: +2.Feat: Starship Operation*.Skills: Bluff 6 ranks, Diplomacy 6

ranks.

CLASS INFORMATIONThe following information pertains to theFree Trader advanced class.

Hit DieThe Free Trader gains 1d6 hit points perlevel. The character’s Constitutionmodifier applies.

 Ac tion PointsThe Free Trader gains a number ofaction points equal to 8 + one-half his

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character level, rounded down, everytime he attains a new level in this class.

Class SkillsThe Free Trader class skills are asfollows.

Bluff (Cha), Computer Use (Int), Craft(all) (Int), Decipher Script (Int),Diplomacy (Cha), Disable Device (Int),Disguise (Cha), Drive (Dex), Forgery(Int), Gamble (Cha), Gather Information(Cha), Knowledge (behavioral sciences,business, current events, streetwise,technology) (Int), Navigate (Int), Pilot(Dex), Profession (Wis), Read/WriteLanguage, Repair (Int), Research (Int),Sense Motive (Wis), Speak Language,and Spot (Wis).

Skill points at each Level: 8 + Intmodifier (7 + Int modifier for non-humans).

CLASS FEATURESThe following class features pertain tothe Free Trader advanced class.

Tech Programs The Free Trader is able to createspecial effects by running Tech

Programs found in the Utility list. A FreeTrader’s ability to run these programs,represented by his Tech Level,improves with his class level as shownin the Free Trader table following thissection.

Free Traders also gain bonus effectivenanite charge (ENC) as they gain levels,representing their improved ability to runTech Programs. Note that a character’stotal ENC is a pool consisting of hisclass ENC bonus, his intelligence ENC

bonus, and his equipment ENC bonus.

 Acquir ing Tech Programs:   A FreeTrader  starts the game with 4unrestricted Level 1 Tech Programs.

 After that, he must acquire programs bypurchasing them (purchase DC = 12plus Tech level). Restricted TechPrograms are available only on the

black market, which increases theirpurchase DCs by an additional +2. Theonly other way for a character to gainprograms is to find them during thecourse of the game.

Hand Me Down  At 1st level, a Free Trader receives ahand-me-down starship from the

 Alliance. A Free Trader might keep thisship his entire life, but it is morecommon for a Free Trader to hand itback in when he acquires a new one.Below are the characteristics of this“starter” ship:

Type: Ultralight Size: Colossal (-8 size)

Subtype: Fast freighterTactical Speed: 3,500 ft. (7

sq.)

Defense: 7 Length:  200 feet

Flat-footed Defense: 5 Weight: 1,000 tons

 Autopilot Defense:  5Targeting System Bonus:+3

Hardness: 20 Crew: 8 (trained + 4)

Hit Dice: 25d20 (500 hp) Passenger Capacity:  8

Initiative Modifier: +4 Cargo Capacity: 300 tons

Pilot’s Class Bonus: +3 Grapple Modifier: +16

Pilot’s Dex Modifier: +2 Base Purchase DC: 55

Gunner’s Attack Bonus: +2

Restriction:  Restricted (+2)

  At tack: 

2 fire-linked lasers -3 ranged (9d8)and

fusion mine (5d100) At tack of Oppor tuni ty : None

Design Specs:Engines: Mass driver engine, QED Armor:  PolymericDefense Systems: Autopilot system,

damage control system (1d10), radiation

shielding, sensor jammerSensors: Class I sensor arrayCommunications: Radio transceiver,

laser transceiverWeapons: 2 fire-linked lasers (range

incr. 3,000 ft.), fusion mine, minelayerGrappling Systems: Grapplers

Haggle

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When making a purchase, a FreeTrader of 2nd level or higher may make aCharisma check (DC 13 + 1 for every 5DC of the object’s purchase DC). If hesucceeds at the check, the purchase DCis reduced by 5 (but this cannot reduce

the purchase DC below 1).The FreeTrader may spend an action point to addhis Free Trader level to the Charismacheck. 

Bonus Feats  At 3rd, 6th, and 9th level, the Free Tradergets a bonus feat. The bonus feat mustbe selected from the following list, andthe Free Trader must meet all theprerequisites of the feat to select it. Aircraft Operation, Attentive, Builder,

Cautious, Creative, Confident, Educated,Focused, Jack of all Trades*, LowProfile, Meticulous, Renown, Spacer*,Starship Battle Run*, Starship Dodge*,Starship Feint*, Starship Gunnery*,Starship Mobility*, Starship Strafe*,Studious, Surface Vehicle Operation,Windfall, Zero-G Training*.

Space Awareness At 4th level, a Free Trader becomeswary of space pirates and claim jumpers.

When determining whether a ship isaware for a surprise round, a ship with aFree Trader at the controls gets a +4bonus to the check.

Bring the Worst At 5th level, a Free Trader learns toadapt to any situation. After failing anability check, attack roll, saving throw, orskill check, a Free Trader can spend 2action points to re-roll the check with a +5 luck bonus.

Every Last Bo lt A Free Trader knows every statisticabout the ship right down to thedimensions of the last bolt. At 7 th level, aFree Trader can apply the Free Tradership template Escaper (shown below) toany ship he owns.

ESCAPER-class Template (PL 8) Hit Dice: +1d20.Engine Upgrade: Optimized engine

(adds 1000 feet to the ship’s tacticalspeed), QED. 

Defense System Upgrade: Damage

control operates as though the shipwere one size category larger (seeChapter 11: Starships in d20 Future).

Sensors Upgrade: Any ComputerUse check made to use a sensor array receives a +4 equipment bonus.

Cutting Losses Discretion is the better part of valor, andit is also the better part of profit whencargo is at stake. A ship piloted by aFree Trader of 8th level or higher has a

+4 defense bonus vs. attacks ofopportunity. When fleeing space combat(as when withdrawing or jumping tocruise speed), the Free Trader’s shiphas a +6 defense bonus against allattacks (this does not stack with the +4vs. attacks of opportunity). This featurestacks with the Starship Mobility feat.

Master Trader At 10th level, a Free Trader gains thetitle “Master Trader”. He earns 1.5 times

(rounded down to a whole number) theamount he would normally earn fromtrades and sales. (For example, a + 5Wealth bonus from a transaction wouldbecome a +7 Wealth bonus.) 

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Table 4-8: The GenomorphClassLevel

Base Fort Ref Will SpecialDefenseBonus

ReputationBonus

1 +0 +1 +0 +0 Morph Stage 1, Morph 1/day +1 +0

2 +1 +2 +0 +0 Darkvision +2 +0

3 +2 +2 +1 +1 Bonus feat, Morph Stage 2 +2 +1

4 +3 +2 +1 +1 Morph 2/day +3 +1

5 +3 +3 +1 +1 Morph Stage 3 +3 +1

6 +4 +3 +2 +2 Bonus feat +3 +2

7 +5 +4 +2 +2 Morph Stage 4 +4 +2

8 +6/1 +4 +2 +2 Morph 3/day +4 +2

9 +6/1 +4 +3 +3 Bonus feat, Morph Stage 5 +5 +3

10 +7/2 +5 +3 +3 Harmonic Morph +5 +3

GenomorphSoldiers able to adapt to an ever-changing battlefield are unbeatable, andCy-Gen Genomorphs adapt better thanany other soldiers in existence. The firstCy-Gen soldiers, created by Cyber-Tronix from DNA matrices longer thanthose of their human templates, quicklybegan to manifest abilities that were

neither foreseen nor intended by theircreators. With their high tolerance forstress and their unnaturally abundantgenetic resources, some Cy-Gensdiscovered that, with practice, theycould express traits normally dormant intheir DNA. These Genomorphs excel inurban combat

REQUIREMENTSTo qualify for the Genomorph advancedclass, a character must meet the

following criteria.Species: Cy-Gen.Base Attack Bonus: +3.Feats: Toughness, Improved Damage

Threshold, Ultra Immune System*.

CLASS INFORMATIONThe following information pertains to theGenomorph advanced class.

Hit DieThe Genomorph gains 1d8 hit points perlevel. The character’s Constitutionmodifier applies.

 Ac tion PointsThe Genomorph gains a number ofaction points equal to 6 + one-half his

character level, rounded down, everytime he attains a new level in this class.

Class SkillsThe Genomorph’s class skills are asfollows.

Climb (Str), Computer Use (Int), Craft(mechanical, structural) (Int), Disguise(Cha), Intimidate (Cha), Jump (Str),Knowledge (earth and life sciences,technology) (Int), Profession (Wis),Survival (Wis), Swim (Str).

Skill Points at Each Level: 3 + Intmodifier.

CLASS FEATURESThe following class features pertain tothe Genomorph advanced class.

Morphing

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 A Genomorph character can “morph”into an alternate form a limited numberof times per day. When in this alternateform, the Genomorph manifests specificmutations found in Chapter 12:Mutations in d20 Future, acquiring new

mutations as he gains levels. Morphinginto an alternate form constitutes a fullround action, and does not provoke anattack of opportunity. A Genomorph canmorph into his alternate form once perday at 1st level, twice per day at 4th level,and three times per day at 8th level. AGenomorph retains all of his speciesand class abilities while in his alternateform. A Genomorph can maintain his

alternate form for a number of minutes

equal to his Genomorph level plus hisConstitution modifier (minimum 1 min). Ifat the end of this time the Genomorphstill has the ability to morph at least onemore time that day, he can expend onepotential morph opportunity to doublethe duration of his alternate form withouthaving to spend a full round action. Atthe end of the duration of his alternateform, the Genomorph automaticallyreverts to his normal form, which takesanother full round action. At the end of

this full round action the Genomorphbecomes fatigued for a length of timeequal to the length of time he spent inhis alternate form. The Genomorphmust wait until this fatigue wears offbefore he can morph again. He canspend one action point to decrease hisfatigue duration by one minute. As a Genomorph gains levels, he

achieves new “Morph Stages”, allowinghim to manifest more mutations while inhis alternate form. A Genomorph’s

alternate form can manifest any or all ofits mutations, with the exception of itscosmetic mutations, which alwaysmanifest after morphing. Thesecosmetic mutations are a side effect ofmorphing, and are a detriment to theextent that they are a visual cue toothers that the Genomorph has enteredhis alternate form.

Every time a Genomorph gains a levelin the Genomorph class, he may opt toexchange one of his previous non-cosmetic mutations for a differentmutation. One minor mutation can beexchanged for a different minor mutation,

and two minor mutations can beexchanged for one major mutation. Amajor mutation can be exchanged foreither a new major mutation or for twominor mutations. The Genomorph canexchange any number of mutationswhen leveling up. If a Genomorph gainsa new level in a different class, he mayspend 5 action points to exchange hismutations as though he were gaining alevel in the Genomorph class. 

Morph Stage 1: A 1st level

Genomorph chooses one minor and onecosmetic mutation for his alternate formfrom the list of beneficial mutationsfound in Chapter 12: Mutations in d20Future. Unlike his other mutations, hiscosmetic mutations will always manifestin his alternate form, and he cannotexchange them for other mutationswhile leveling up.

Morph Stage 2: A 3rd levelGenomorph gains a second minormutation for his alternate form.

Morph Stage 3: A 5th

 levelGenomorph gains his first majormutation for his alternate form, althoughhe may opt to take two minor mutationsinstead.

Morph Stage 4: A 7th levelGenomorph gains a third minor mutationfor his alternate form.

Morph Stage 5: A 9th levelGenomorph gains his second majormutation for his alternate form, althoughhe may opt to take two minor mutations

instead.

Darkvison At 2nd level, a Genomorph gainsdarkvision out to a range of 60 feet. Ifhe has already acquired darkvision fromanother source (such as through genetherapy or as a normal mutation) hisdarkvision extends out to a range of 90

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feet. If a Genomorph chooses thedarkvision mutation as one of his morphmutations, his darkvision range isincreased by 30 feet.

Bonus Feats 

 At 3rd, 6th, and 9th level, the Genomorphgets a bonus feat. It must be selectedfrom the following list, and theGenomorph must meet all theprerequisites of the feat to select it. Acrobatic, Action Boost*, Athletic,

Blind-Fight, Brawl, Cleave, Cybertaker*,Combat Reflexes, Endurance, FrightfulPresence, Great Cleave, Great Fortitude,Improved Brawl, Improved Bull Rush,Improved Knockout Punch, ImprovedTwo-Weapon Fighting, Knockout Punch,

Planetary Adaptation*, Power Attack,Run, Street Fighting, Sunder,Toughness, Two-Weapon Fighting, UltraImmune System*.

Harmonic Morph

 At 10th level, a Genomorph becomes soin tune with his alternate form that hecan morph at will and remain in hisalternate form indefinitely. When aharmonic morph ends, the Genomorphno longer feels the effects of fatigue.The Genomorph can choose not tomanifest his cosmetic mutations while ina harmonic morph, and can alsoactivate or deactivate any of hismutations as a free action whilemorphed.

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CLASS FEATURESThe following features pertain to theHuntsman advanced class.

LifesenseStarting at 1st level, a Huntsman is

aware of living creatures within a cone-shaped region reaching up to 60 feetfrom the Huntsman, the vertex of whichis the Huntsman and the location ofwhich is determined by the direction inwhich the Huntsman is looking. Thisdetection of life, or lifesense, is astandard action for a Huntsman, and theamount of information a Huntsman candetermine depends on how long theHuntsman focuses on a particular area.Within one round, a Huntsman can

detect the presence or absence of livingcreatures. After the second consecutive round, aHuntsman can determine the number ofliving creatures in the area, as well asthe strength and location of the life forceclosest to the Huntsman. If the life forceis strong (see below) and the HD orlevel of the source of the life-force is atleast twice the Huntsman’s totalcharacter level, the Huntsman is dazedfor one round, ending the effect of his

lifesense. It may be started again afterthe dazed effect ends, but at the firstlevel of focus. If a living creaturedetected with lifesense dazed thehuntsman this way, and it is within theHuntsman’s line of sight, a Huntsmanmay choose to exclude it from furtheruses of lifesense in that area.

Each round of concentration after thesecond reveals the strength and locationof the next closest life-force, up to amaximum number of rounds of

concentration equal to the number ofliving creatures in the area. If a livingcreature is outside the Huntsman’s lineof sight, then the Huntsman discerns itsdirection but not its exact location. Forthe purposes of this power, a livingcreature is any creature with intelligenceof at least 1 and not of the construct,elemental, ooze, or undead types.

Target Description

Weak 6 or fewer hit dice than Huntsman

Easy 3 to 5 hit dice less than Huntsman

EqualHit dice 2 less than, equal to or 2 more thanthe Huntsman

Tough 3 to 5 hit dice more than the Huntsman

Strong 6 or more hit dice than the Huntsman

Prey At 1st level, a Huntsman can choose ashis prey a target whose location and life-force strength have been determinedthrough the use of lifesense. AHuntsman may designate only a livingcreature with a life-force rating of toughor lower as prey, and can do so as afree action. A Huntsman may have only

one designated prey at a time, and maynot choose a new prey until his currentprey is dead (either at the hand of theHuntsman or by any other means).Once prey is chosen, a Huntsmanreceives a combat advantage againstthe prey. A Huntsman of 1st level orhigher receives a +1 bonus on attackrolls against the chosen prey. Thisbonus increases by 1 for every oddnumbered character level after 1st level(+2 at 3rd level, +3 at 5th level, and so

on). A Huntsman does not choose prey

lightly, as he must follow through with itsdestruction no matter the circumstances.Under normal circumstances, there is noway a Huntsman can choose new preyunless the previously selected prey isdead. A Huntsman has supernaturalawareness of his prey and knows theinstant it is dead, regardless of distance

 – a Huntsman can detect the death ofhis prey even from another planet. If it

becomes impossible for a Huntsman tokill his prey, the GM may allow theHuntsman to choose new prey, but onlyafter the Huntsman has receivedforgiveness from the leader of hisbrotherhood faction. This forgivenessdoes not come easily; a Huntsman mustprove he is worthy of his title. It is up to

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the GM to determine the details of aHuntsman’s atonement.

Sneak AttackThe Huntsman gains the Sneak Attackability at 1st level if he does not have italready. Whenever an opponent isdenied his dexterity bonus to defense orflanked by the Huntsman, the Huntsmangains a bonus. The bonus is +1d6damage with his attack initially, but this

bonus rises to +2d6 at 5

th

 level and+3d6 at 9th level. If the Huntsmanalready has the Sneak Attack abilityfrom another class, the damagebonuses stack.

Nowhere to Run At 2nd level, a Huntsman in pursuit of hischosen prey moves at the same landspeed as his prey if the prey’s speed ishigher than the Huntsman’s. If the preyhas a fly, burrow, climb, or swim speed,the Huntsman can match that as well,but only with his land speed. The Huntsman does not gain any of thesemodes of movement – just the ability tokeep up with the prey. However, if theHuntsman has an alternate form ofnatural movement, the speed of thatform of movement benefits fromNowhere to Run as well. A Huntsman

cannot match the speed of a horse hisprey is riding, or the speed of aspaceship carrying his prey, or thespeed of any other vehicle in which hisprey may be traveling. A Huntsman canmatch only the speed of the natural

movement of his prey. If the Huntsmancan fly, his maneuverability does notchange.

No Pain At 2nd level, a Huntsman gains a +4bonus to massive damage saves.

Menacing Aura A determined Huntsman in pursuit of hisprey is a frightening thing to behold.During every round in which a

Huntsman of 2nd level or higher has lineof sight to his prey, all hostile creatureswithin 20 feet of the Huntsman mustmake a Will save (DC10 + half theHuntsman’s levels in this class + theHuntsman’s Cha mod) or take –2 onattacks, AC, and saves for 24 hours oruntil they’ve successfully damaged theHuntsman. The prey receives a –2circumstance penalty to this save.

Bonus Feat

 At 3rd, 6th, and 9th level, the Huntsmangets a bonus feat. The bonus feat mustbe selected from the following list, andthe Huntsman must meet all theprerequisites of the feat to select it. Action Boost*, Advanced Combat

Martial Arts, Advanced Two-WeaponFighting, Animal Affinity, ArmorProficiency (light), Athletic, Blind-Fight,Brawl, Cleave, Combat Expertise,Combat Martial Arts, Combat Reflexes,Endurance, Frightful Presence, Great

Cleave, Improved Brawl, Improved BullRush, Improved Combat Martial Arts,Improved Combat Throw, ImprovedDisarm, Improved Knockout Punch,Improved Trip, Improved Two-WeaponFighting, Knockout Punch, Mobility,Power Attack, Run, Spring Attack,Strafe, Street Fighting, Sunder,

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Toughness, Two-Weapon Fighting, UltraImmune System*, Urban Tracking*.

Back from the DeadStarting at 3rd level, a Huntsmanrecovers quickly. When the Huntsman is

reduced to negative hit points andbecomes unconscious, he can spendthree action points to activate Back fromthe Dead. Upon activation, he regains 1hit point per round until all damage isrestored. The Huntsman remainsunconscious until he is back tomaximum hit points. During this time theHuntsman is for all intents and purposesdead, and does not need to breathe.The Huntsman appears dead to anyonewho hasn’t examined him closely and

made a successful Treat Injury checkDC 20. Once the Huntsman gains thisability, he can no longer regain hit pointsfrom biomedical Tech Programs(although he can still receive thebenefits from Tech Programs thatrestore level, ability drain, or specialconditions); however, the Huntsmanretains the ability to heal naturally andthrough use of the Treat Injury skill.

Starting at 5th level, the Huntsmanregains 2 hit points per round while

using this ability; at 7th

 level, he regains3 hit points per round; and at 9th level,he regains 4 hit points per round.

Starting at 5th level, the Huntsman canmake a Will save (DC 20) while he isregaining hit points to awaken beforereaching maximum hit points. If the savefails, the Huntsman wakes up when hereaches maximum hit points. This Willsave is a standard action and can beattempted only once per use of BackFrom the Dead. If the Huntsman can

remain conscious with negative hitpoints, either because of a class abilityor through other means, he can chooseto become unconscious as a free actionon his turn if he wishes to takeadvantage of his Back From the Deadability.

Close the Gap

 A 4th level Huntsman in pursuit of hischosen prey moves at a land speed 5feet faster than that of his prey. If theprey has a fly, burrow, climb, or swimspeed, the Huntsman can move 5 feetfaster than that as well, but only with his

land speed. The Huntsman does notgain any of these modes of movement –

 just the ability to keep up with the prey.However, if the Huntsman has analternate form of natural movement, thespeed of that form of movement benefitsfrom Close the Gap as well. AHuntsman cannot move faster than thespeed of a horse his prey is riding, orthe speed of a spaceship carrying hisprey, or the speed of any other vehiclein which his prey may be traveling.

Close the Gap allows a Huntsman tomove only 5 feet faster than the speedof the natural movement of his prey. Ifthe Huntsman can fly, hismaneuverability does not change.

Nowhere to HideThis ability allows the Huntsman tolocate his prey and only his prey withsupernatural accuracy. The Huntsmantakes a full round action to slowly turn inplace and sense when he is facing in

the direction of his prey. He also knowsthe direction, if any, in which the prey ismoving. Running water blocks thisability. At 4th level, a Huntsman can detect

prey only within a single building orbuilding-sized area. At 7th level aHuntsman can detect prey within thesame city or city-sized area. At 10th level,a Huntsman can detect his prey as longas they are both in the same galaxy. Fora Huntsman at 10th level or higher,

Nowhere to Hide is no longer blocked byrunning water.

Hide in Plain Sight A Huntsman at 6th level or higher canuse the Hide skill even while beingobserved. As long as he is within 10 feetof any sort of shadow, a Huntsman canhide himself from view in the open. He

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cannot, however, hide in his ownshadow.

Unobstructed Pursuit  At 8th level, a Huntsman gains the abilityto bypass barriers and obstacles that

would normally keep him from his prey.For up to 5 rounds per day, theHuntsman adds 10 to his strength forbreaking down doors and barriers ordamaging inanimate objects.

Damage Reduct ion At 10th level, a Huntsman is so focusedon his prey that he practically ignoresattacks from others, and gains damagereduction 10/prey. The first 10 points ofdamage dealt to a Huntsman from any

creature other than his prey is instantlyhealed. Attacks from the prey, whethermade with natural or manufacturedweapons, deal normal damage. TheHuntsman must have a chosen prey andhave line of sight to the prey for thedamage reduction to be in effect.

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Table 4-10: The MyrmidonClassLevel

Base Fort Ref Will SpecialDefenseBonus

ReputationBonus

1 +1 +2 +0 +0 Second Skin, Stability +1 +0

2 +2 +3 +0 +0 Combat Trained (+1) +1 +0

3 +3 +3 +1 +1 Bonus feat +2 +1

4 +4 +4 +1 +1 Attunement, Sure Shot +2 +1

5 +5 +4 +1 +1 Combat Trained (+2) +3 +1

6 +6 +5 +2 +2 Bonus feat +3 +2

7 +7 +5 +2 +2 Powered Evasion +4 +2

8 +8 +6 +2 +2 Combat Trained (+3) +4 +2

9 +9 +6 +3 +3 Bonus feat +5 +3

10 +10 +7 +3 +3 The Sentient +5 +3

MyrmidonFor millennia, humans worked todevelop weapons advanced enough toallow them to wage war while remainingapart from the horrors of war. Asweapons became smarter, so diddefense systems. By the time of theMartian Revolution war had come fullcircle, with many battles being decidedby armored soldiers fighting face to faceand shoulder to shoulder.

In today’s conflicts, specially-trainedmercenaries known as Myrmidons donhighly advanced powered armor andmarch to war. The Myrmidons, like thesoldiers of Achilles in the Trojan War,are elite fighters: walking tanks dolingout untold damage and destruction.When the military of a nation at warcannot succeed on its own, it is notuncommon for the government of thatnation to turn to the Overlord MercenaryGuild, who will provide a contingent of

Myrmidons to aid in the war effort … fora hefty fee.

REQUIREMENTSTo qualify to become a Myrmidon, acharacter must fulfill the followingcriteria.

Base Attack Bonus: +3.Skill: Knowledge (tactics) 8 ranks,

Repair 6 ranks.Feats: Armor Proficiency (powered)*,

 Archaic Weapons Proficiency.

CLASS INFORMATIONThe following information pertains to theMyrmidon advanced class.

Hit DieThe Myrmidon gains 1d10 hit points perlevel. The character’s Constitutionmodifier applies.

 Ac tion PointsThe Myrmidon gains a number of actionpoints equal to 6 + one-half hischaracter level, rounded down, everytime he attains a new level in this class.

Class Skills

The Myrmidon’s class skills are asfollows. 

Climb (Str), Demolitions (Int),Intimidate (Cha), Jump (Str), Profession(Wis), Survival (Wis), Swim (Str).

Skill Points at Each Level: 3 + Intmodifier.

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 CLASS FEATURESThe following class features pertain tothe Myrmidon advanced class.

Second Skin

 At 1st level, a Myrmidon is so used towearing his advanced powered armorthat it becomes his second skin. Whenwearing advanced and regular poweredarmor, the associated speed penalty isreduced by up to 10 feet and Armorpenalties are reduced by 5.

Stability At 1st level, a Myrmidon learns tocontrol his advanced powered armorto obtain the most stability during

combat. A Myrmidon gains a +4 onability checks made to resist beingbull rushed or tripped when standingon the ground.

Combat TrainedStarting at 2nd level, a Myrmidon canswitch his focus from offense todefense, or vice versa, as a freeaction. Combat Trained gives a +1class bonus that can be assigned toattack, damage, or defense each

round. The Myrmidon must declarethis focus at the start of his turn inorder to benefit from it. At 5th level, the bonus from

Combat Trained increases to +2,and at 8th level, the bonus increasesto +3.

Bonus Feats At 3rd, 6th, and 9th level, theMyrmidon gets a bonus feat. Thebonus feat must be selected from

the following list, and the Myrmidonmust meet all the prerequisites of thefeat to select it. Action Boost*, Advanced Combat

Martial Arts, Advanced FirearmsProficiency, Advanced Two-WeaponFighting, Armor Proficiency (heavy),

 Athletic, Brawl, Burst Fire, Cleave,Combat Expertise, Combat Martial

 Arts, Combat Reflexes, Endurance,Frightful Presence, Great Cleave,Improved Brawl, Improved Bull Rush,Improved Combat Martial Arts,Improved Combat Throw, ImprovedDisarm, Improved Knockout Punch,

Improved Trip, Improved Two-WeaponFighting, Knockout Punch, Mobility,Power Attack, Run, Spring Attack,Strafe, Streetfighting, Sunder,Toughness, Two-Weapon Fighting, UltraImmune System*.

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  At tunement A Myrmidon becomes so attuned to hispowered armor that his senses becomeheightened while wearing it. At 4th level,a Myrmidon gains a +2 class bonus to

all Listen, Search, and Spot checks.

Sure Shot At 4th level, a Myrmidon can makealmost any attack successful while in hispowered armor. By spending 2 actionpoints as a standard action, a Myrmidoncan add his level in this class to anattack roll.

Powered Evasion At 7th level, a Myrmidon gains Evasion

while in his powered armor. PoweredEvasion grants the same benefit toreflex saves granted by the EvasionFast hero talent described in Chapter 1:Characters of the d20 ModernRoleplaying Game. Unlike the Fast hero,who can use his Evasion talent onlywhen wearing light armor or no armor,the Myrmidon can use this ability onlywhen wearing powered armor.

The Sentient

 A 10th

 level Myrmidon is given a new AICore called a Sentient. Most Sentientsare named by their owners and behaveand sound as though they are of thegender opposite that of their hostMyrmidon. The Sentient’s firstallegiance is to the faction or companythat installed it; otherwise it iscompletely devoted to its host. ASentient has the following stats: Int 19,Wis 10, Cha 15.

Skills: Speak Language (either thefaction’s base language or the owner’sspecies language + 3 others), ComputerUse (10), Decipher Script (5),Knowledge (history 10, tactics 10, plus10 ranks in one additional chosen

knowledge skill); Listen, Search, andSpot are each 5 + any powered armorequipment bonuses. 

Special Abilities: A Sentient can takeone standard or move equivalent actionper round that does not involvecontrolling its Myrmidon’s body. Thiscan range from making a skill check toactivating a Core Implant ability to whichit has access. A Sentient can also useany equipment on the powered armorthat does not require the use of the

Myrmidon’s body, ranging from sensorsto nanotechnological gear. A Sentientcan always take 10 on skill checks usingits own skills or any skills equipped inthe powered armor. A Sentient canassist its Myrmidon by making Aid

 Another checks for any Int-, Wis-, orCha-based skills.

 Auto Pilot :  A Sentient can control itshost body if the Myrmidon isunconscious or dying (but not if theMyrmidon is dead). Since a Sentient is

directly connected to its Myrmidon, itcan operate at effectively half theMyrmidon’s total level, but has access toonly its physical stats, saves, and feats

Equipment: A Sentient can beequipped with any Core Implantupgrades, and any such devices thatare installed on a Myrmidon’s previousCore are reinstalled on its Sentientwhen the Myrmidon acquires it.

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Table 4-11: The TemplarClassLevel

Base Fort Ref Will SpecialDefenseBonus

ReputationBonus

1 +0 +0 +2 +0 Armor Proficiency (powered), Valent Strike +1 +0

2 +1 +0 +3 +0 ESMP, Ever Charged +1 +0

3 +2 +1 +3 +1 Bonus feat +2 +1

4 +3 +1 +4 +1 Improved Valent Strike +2 +1

5 +3 +1 +4 +1 Pattern Recognition, Extra Valent Surge +3 +1

6 +4 +2 +5 +2 Bonus feat +3 +2

7 +5 +2 +5 +2 Multi Strike +4 +2

8 +6 +2 +6 +2 EMSP Empathy +4 +2

9 +6 +3 +6 +3 Bonus feat +5 +3

10 +7 +3 +7 +3 Sanctuary, Extra Valent Surge +5 +3

TemplarThe Templar is the core of the Valenceforce. Next to the Valence Enforcer, theValence Templar is one of the mostenigmatic warriors in all of space.

 Always clad in the white and blue armorof the Sanctuary, the Templar is taskedwith the protection of the entire Valencepeople.

When the Martian Revolution brokeout, the Valence were reluctant to takesides, but when Rangers from theTerran Alliance massacred the people ofLohse, the Valence Council sent theTemplar against the Alliance. Formonths the Templar were nothing morethan rumor to the Alliance – grim andincredible stories of phantoms moredeadly than any human soldier could be.It was not until a patrol of fifty Rangersmet with a band of four Templar that thestories were found to be true: only oneRanger survived to tell the tale to the

 Alliance. A Templar’s ability to fire a bolt of bio-

electrical energy sets him apart fromany other solder. This ability hascaused a great fear of the Templar,even among the colonists they haveprotected.

REQUIREMENTSTo qualify to become a Templar, acharacter must fulfill the followingcriteria.

Species: Valence.Base Attack Bonus: +2. Skills: Knowledge (tactics) 4 ranks,

Knowledge (theology and philosophy) 4

ranks. Feat: Improved Valent Surge.

CLASS INFORMATIONThe following information pertains to theTemplar advanced class.

Hit dieThe Templar gains 1d10 hit points perlevel. The character’s Constitutionmodifier applies.

 Ac tion PointsThe Templar gains a number of actionpoints equal to 6 + one-half hischaracter level, rounded down, everytime he attains a new level in this class.

Class SkillsThe Templar’s class skills are as follows.

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  Balance (Dex), Climb (Str), ComputerUse (Int), Intimidate (Cha), Jump (Str),Knowledge (current events, history,Martian ecology, tactics) (Int), Listen(Wis), Profession (Wis), Read/WriteLanguage, Repair (Int), Search (Int),

Speak Language, Spot (Wis), Survival(Wis), Tumble (Dex). 

Skill Points at Each Level: 2 + Intmodifier. 

CLASS FEATURESThe following features pertain to theTemplar advanced class. 

 Armor Prof ic iency (powered) A Templar gains the Armor Proficiency

(powered) feat for free at 1st level, anddoes not need to meet any prerequisitesother than being a member of theTemplar advanced class. Note thatValence characters cannot have CoreImplants, so a Templar cannot usepowered armor that requires a Core withExternal Interface Core Technology(EICT). However, Valence charactersare the only characters that can useSanctuary powered armor and otherValence-specific equipment.

Valent Strike At 1st level, a Templar can expend oneof his Valent Surges for the day as a fullround action to charge up his Sanctuarypowered armor, giving it 10 shots ofValent Strike. The use of a ValentStrike is a standard action and theTemplar must make a ranged touchattack on a target within 60 feet to usethe Strike. On a successful hit, a ValentStrike deals 3d6 points of

sonic/concussive damage and ignores atarget’s hardness. All charges last untilexpended, but the Sanctuary poweredarmor can hold no more shots of ValentStrike than 10 x Templar level.

Electromagnetic Sensory Perception(EMSP)

 At 2nd level, a Templar gains the abilityto sense electrical currents andelectromagnetic fields from bothbiological and non-biological sources.This ability grants a +2 competencebonus to Spot, Listen, and Search

checks, as long as the subject of thecheck has a nervous system or similarelectrical structure.

Ever Charged Any metal-based melee weapon can beattuned to a Templar’s bio-electricalcurrent when the Templar is 2nd level orhigher. This causes the weapon to inflictan additional 1d6 electrical damageupon dealing damage. A Templar musttake 1 day with the weapon he wishes to

attune and spend 500 experience pointsto properly attune the object. A weaponattuned to a Templar in this wayfunctions only in the hands of thatTemplar, and only when he is in hisSanctuary powered armor. 

Bonus Feats At 3rd, 6th, and 9th levels, the Templargets a bonus feat. The bonus feat mustbe selected from the following list, andthe Templar must meet all the

prerequisites for the feat to select it. Alertness, Archaic Weapons

Proficiency, Athletic, Armor Proficiency(light, medium, or heavy), Blind-Fight,Brawl, Cleave, Combat Expertise,Combat Martial Arts, Combat Reflexes,Defensive Martial Arts, Dodge, ExoticMelee Weapons Proficiency, FrightfulPresence, Great Cleave, Heroic Surge,Improved Initiative, Lightning Reflexes,Power Attack, Spring Attack, WeaponFinesse. 

Improved Valent StrikeThe Valent Strike of a 4th level Templarincreases to 3d8 points of damage on asuccessful hit.

Pattern Recognition At 5th level, a Templar’s EMSP abilitybecomes more fine-tuned, allowing him

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Chapter 5: New Weapons

In addition to the weapons found in thed20 Modern Roleplaying Game and d20Future, the Dark Horizons universe

offers weapons specific to this setting.

Weapon GadgetsFor information about the gadget system,see Chapter 3: Gear  in d20 Modern.

Crysanium Weapons (PL 6)Crysanium is a rare mineral that formsduring high-energy collisions amonglarge objects such as asteroids,meteorites and comets. It was firstdiscovered in small quantities on the

moon, and later in higher concentrationson Mars and around the Asteroid Belt.Crysanium is composed mainly of ironand nickel that has been forced into adeformed crystalline structure by theheat and pressure of impact. It can beshaped either by chipping (like flint orvolcanic glass) or by carving with aprecision laser. Crysanium is bothextraordinarily hard and resilient enoughto maintain an atomically fine edge for aseemingly infinite time-span; this unique

combination of qualities gives weaponsmade from crysanium an awesomeability to penetrate other materials.Slashing and piercing weapons made ofcrysanium ignore hardness up to 25when sundering weapons or attackingobjects. Most of the crysanium weaponsin existence are patterned after archaicweapons, including melee weaponssuch as swords and axes and rangedweapons such as bows and throwingknives. Blunt weapons can be made of

crysanium, but they do not gain thehardness-penetrating abilities ofslashing and piercing weapons.Crysanium weapons typically havequalities equal to or better than theirarchaic counterparts, and havepurchase DCs equal to 3 more thanthose of the non-crysanium versions.

Restrictions: Simple and Archaicweapons that deal slashing and/orpiercing damage (see Chapter 4:

Equipment in the d20 ModernRoleplaying Game for a list of theseweapons).

Purchase DC Modifier: +3 

Vector Weapons (PL 6) Vector weapons are melee weapons ofMedium-size or larger that use avectored thruster to add extra damageto attacks (at the cost of decreasedaccuracy). A character proficient in thebase weapon can use the Power Attackfeat when attacking with a vectorweapon. Weapons that have a vectorsystem built into them cannot be energyweapons or have complicated parts(such as high-frequency blades), butthey can be crysanium weapons. Vectorweapons are almost exclusively archaicweapons built with advancedmanufacturing and metallurgytechnology. A rod of solid chemicalpropellant, housed in the weapon hilt,fuels the weapon’s thruster. This fuelrod will last for 50 power attacks, andmust be replaced after that time. Acharacter using a vector weapon canchoose to not fire its thruster and attacknormally.

Restrictions: Non-energized meleeweapons of Medium-size or larger (seeChapter 4: Equipment in the d20Modern Roleplaying Game for a list ofthese weapons).

Purchase DC Modifier: +2 

Melee WeaponsSimple Melee WeaponsThe Simple Weapons Proficiency feat isrequired to use any of these weaponswithout the -4 nonproficient penalty.

Battle Prod (PL 6) 

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Security forces often use this weaponfor crowd control. It has two modes,extended and collapsed. Whencollapsed, it can be used either as aclub to deal 1d6 bludgeoning damage,or as a cattle prod to deal 1d6 electrical

damage. When extended, it can bewielded as a staff double weapon, withone end dealing the electrical damageand the other dealing bludgeoningdamage. Either end can be the primaryweapon.

Crysanium Boot Kn ife (PL 6)The crysanium boot knife is favored bythose who live on space stations and bysoldiers serving tours of duty on long-range starships. Balanced for throwing,

it is safer to use as a ranged weapon ina pressurized environment than mostfirearms, while retaining amazinghardness-penetrating qualities becauseof its crysanium construction.

Plasma Torch (PL 7) When deactivated, this weaponresembles the hilt of a bulky knife orshort sword. When the torch is activated,a 10-inch jet of white-hot plasma springsfrom the hilt, like a short blade of fire.

These weapons were originally made ascutting tools, but were pressed intocombat so often that most models arenow designed specifically for fighting.

Spike Hammer (PL 6) When crysanium was first discoveredduring lunar mining operations its supplywas limited, so this weapon wasdesigned to make the most of a smallamount of the material.

When not in use, the spike hammer

appears to be a plain titanium cylinderstrapped to the wielder’s forearm. Whenthe hammer is used for attack, aballistic-grade spring causes a 5-inchcrysanium spike to thrust from thecylinder with enough force to penetrateeven the heaviest powered armor. Aftereach attack, the spike must be retractedas a move equivalent action, so the

spike hammer is less effective forcharacters who can make multipleattacks per round.

The spike hammer was one of theearliest weapons made of crysanium tocombat power-armored troops, and was

designed to finish off soldiers in disabledarmor. A character in powered armorwho is attacked with a spike hammermust succeed at a Reflex save DC 15,or the attack completely bypasses thearmor and deals damage directly to thecharacter inside. 

 Archaic Melee WeaponsThe Archaic Weapons Proficiency feat isrequired to use any of these weaponswithout the -4 nonproficient penalty.

Crysanium Throwing Axe (PL 6)This axe is effective as either a melee ora throwing weapon. These axes aregenerally used by Nomads to defendtheir communities from raiders who useheavy armor.

Infantry Powersaw (PL 6)This weapon resembles a two-handedsword, with a chainsaw bladeapproximately two feet long in place of a

much longer steel blade. The infantrypowersaw was one of the earliest meleeweapons designed for use by power-armored troops prior to the discovery ofsignificant crysanium deposits on Marsand the Asteroid Belt. The powersaw’sdesign makes it easier to use than aregular chainsaw, so a character musthave the archaic weapons proficiencyfeat instead of the exotic weaponsproficiency feat to wield it. A characterwielding an infantry powersaw who is

proficient in its use gains the Cleave featfor free.

Nomadic Huntspear (PL 6)Commonly used by Nomad Huntsmen,the Nomadic Huntspear is a crysanium-tipped broad spear. The massivestrength of the Nomads who wield theseweapons, combined with the penetrating

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properties of the crysanium point,makes the Nomadic Huntspear lethal toany target, with or without armor.

Thermal Pike (PL 6) 

Martian rebels were the first to use this

weapon, which allowed them to strike atthe Colonial Governor’s Rangers fromoutside the Rangers’ melee range.Despite this advantage, rebels who wenttoe-to-toe with the elite Rangerssuffered a high fatality rate. This is areach weapon, allowing the wielder toattack targets at a range of 10 feet.Sawed-off variants of this weapon areless conspicuous but deal only 1d10damage.

Vector Mace (PL 6)This modified archaic weapon has athruster built into its head, increasing thedamage it can deal at the expense ofaccuracy. Like all vector weapons, itgrants its wielder the Power Attack featfor free as long as he is proficient with amace.

Ranged Weapons

Handguns and LongarmsThe Personal Firearms Proficiency featis required to use any of the followingweapons (with the exception of thePlasma Thrower, the use of which doesnot require any proficiency) without the -4 nonproficient penalty.

Binary Laser Pistol (PL 7)The Eastern Confederation designedthis double-barreled laser pistol for useby its special police forces in quellinginternal rebellions. The pistol was

intended to mark surviving rebels with adouble laser burn, so they could beeasily identified later. When no liverebels were found with the double burnmarks, the design was considered afailure, but then rebels with the marksbegan showing up in morgues. Furtherinvestigation showed that the double

laser incisions do not heal properly,causing severe blood loss. This weaponhas the wounding property, dealing onepoint of Constitution damage (due toblood loss) on a successful hit. Criticalhits do not multiply this damage, and

targets that are immune to critical hits orsimply do not have Constitution scoresare not vulnerable to this effect.

Bio-annihi lator (PL 7)This bulky pistol fires a glob of liquid thatis highly caustic to organic compounds,but leaves non-organic molecules intact.The liquid is actually a medium todeliver billions of microbes that ingestliving matter by secreting a powerfuldigestive acid. This weapon deals no

damage to inorganic targets, and isoften used by starship boarding partiesand space station police forces.

Dragoon Mini-Flamer (PL 7) Resembling a large pistol, this weaponis a miniaturized variant of theflamethrower (see Chapter 4:Equipment in the d20 ModernRoleplaying Game for more informationabout the flamethrower). A charactermust have the Personal Firearms

Proficiency feat to use the dragoon mini-flamer properly. This weapon is unlike aconventional flamethrower in that it isused to make direct attacks on aspecific target (rather than on anycreature in the line of flame) andrequires an attack roll (rather than areflex save from each target, as is thecase when attacking with aflamethrower). The dragoon mini-flameris fed by a rod of solid chemical fuel thatis loaded directly into the weapon like a

clip of ammo. The chemical fuel in therod is a byproduct of chemical rocketpropellant research, but was anineffective propellant because it burnedtoo hot and too slow. The dragoon mini-flamer shoots a stream of flaming goothat adheres to the target and initiallydeals 2d6 fire damage. The goocontinues to burn, dealing 1d6 points of

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fire damage per round for 4 rounds. Thisburning chemical compound is difficultto extinguish, and takes two full roundactions or the use of a fire extinguisherto put out.

Microwave Cannon 

(PL 7) 

This restricted weapon has been usedby many underground rebellions andcriminal organizations to combat theheavily armored troops of most militaryand security forces. The reason it is soeffective is that the deadly microwaves itprojects go right through any cover orarmor that is not resistant to heat(disregard defense bonuses from armorand cover unless it has damageresistance vs. fire). The major drawback

to the cannon is its very limited range –it is effective only when the target iswithin two range increments. Also,microwaves are less effective againstnonliving targets, such as machines,and deal only half damage to thesetargets.

Shard Blaster (PL 6)This is one of the few non-archaicranged crysanium weapons in existence.It bears a strong resemblance to a

sawed-off shotgun and fires between 20and 40 tiny crysanium shards at a target.These shards, each usually less thanhalf an inch wide, possess thepenetrating qualities of their melee-weapon cousins. The shards areembedded in a solid slug of caselessammo propellant in the shape of a 12-gauge shotgun shell, and are loadedinto the shard blaster in the samemanner as shells into a shotgun (formore details about the use of shotguns,

see Chapter 4: Equipment in the d20Modern Roleplaying Game). Thanks tothis clever design, a shard blaster canbe used to fire standard 12-gaugeshotgun shells when shard ammo is inshort supply. Be warned, however, thatattempting to fire shard rounds from astandard 12-gauge shotgun deals theshotgun’s damage to everyone in a 15-

foot radius (Reflex save DC 16 for halfwith no save possible for whoeverattempted the attack). This is becausecrysanium shards will rip a standardshotgun apart. The only reason theshard blaster itself is safe to use with

shard ammo is because its barrel ismade of solid titanium and lined with acrysanium composite.

Heavy Ranged Weapons A specific Exotic Firearms Proficiencyfeat is required to use any of theseweapons without the -4 nonproficientpenalty.

delRaines (PL 7) When the Valence Council

commissioned the Enforcers, a specialweapon was designed for their use.Named after the first Enforcer, Nathanieldel Raines, this handgun is a dual-weapon system: one weapon is the gunitself, which shoots a caseless explosiveprojectile, and the other is a stun batonlocated at the base of the handle. ThedelRaines is considered a light weaponfor a Medium-size character for thepurpose of two-weapon fighting unlessthe character is non-proficient in its use

(in which case the usual penalties forDual Wield apply). When a character with the Exotic

Firearms Proficiency feat (delRaines)wields one or more delRaines, he mayswitch between ranged and meleeattacks using the delRaines for eachattack. Non-proficient characters cannotdo this. Any wielder, regardless of his

proficiency, adds his strength bonus tothe stunner damage. When attacked

with the stunner, a target who is hit mustmake a Fortitude save DC 10 + damagedealt or be stunned for one round. If asingle target is hit with the stunnermultiple times during a single round, thenumber of rounds for which he isstunned stack.

Devastator Anti -Armor Cannon (PL 7)

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When facing opponents wearingpowered armor, a soldier will often tradein his lighter weapon for the bulkyDevastator, hoping that the Devastator’slarge-bore explosive rounds will bringdown the seemingly unstoppable armor.

However, despite its ability to rain a“hailstorm of Hades” of caselessbomblet ammunition upon its target, theDevastator is not without its drawbacks.Because of its bulk, the gun requires afull round both to set up and to teardown. Furthermore, a character using aDevastator is unable to move away fromthe gun without tearing it down orleaving it. Firing the Devastator requiresthe Exotic Firearms Proficiency feat(cannons); characters with that feat

automatically gain the Burst Fire featwhen using this weapon.

Wildfire Launcher (PL 7)With military tactics again dependent ona very personal form of fighting, themortar is once again an importantelement in an army’s arsenal. With newshells such as the Skyfire and NVSB,the mortar has been reborn with a newlevel of ferocity as well as a new level ofconvenience: the Wildfire’s relatively

simple set-up makes it cheap tomanufacture and easy to deploy.However, only a character with theExotic Firearms Proficiency feat (rocketlaunchers) can successfully operate theWildfire. To attack with the Wildfire, acharacter targets a 15 foot by 15 footarea and makes an attack roll. Thetarget area has an effective Defense of10; if the attack is successful, thenanything within the area must make aReflex save (DC 15) or take the

weapon’s damage.

Other Ranged WeaponsThe feat that provides proficiency withthese weapons varies from weapon toweapon, and is included in the weaponstable.

 Arc Projector (PL 6)

 An arc projector resembles a tuning forkwith a pistol grip attached. When fired, itshoots an arc of electrical current thatdamages and stuns an enemy for oneround unless a Will save DC 14 is made.

Ballist ic Knife (PL 6)This weapon can function as an ordinaryknife, but can also be used as aprojectile weapon. When triggered, ahigh-power spring shoots the knife bladewith a much greater range than affordedby simply throwing the knife. If the bladeis retrieved, it can be re-loaded into thehilt as a move equivalent action.

Bolt Caster (PL 7) This ranged weapon is essentially an

advanced crossbow that uses anelectromagnetic solenoid launcher to firea metallic bolt at a target. Unlike atraditional rail-gun, a bolt caster doesnot accelerate a round towards thespeed of light; it sacrifices stoppingpower for versatility. Due to its design abolt caster can fire various specially-designed bolt rounds, includinggrappling bolts, explosive bolts, andcorrosive bolts. The bolt caster can haveonly one bolt loaded at a time, and it

must be reloaded as a full round action.

Dart Caster (PL 7)  A dart caster is similar to a bolt caster,but it is sized like a pistol and firessmaller dart-sized rounds, including stundarts, tracker darts, and poison darts.The dart caster holds up to 4 darts in aninternal chamber, all of which can be re-loaded as a full round action.

Micro Laser  

(PL 7) 

This small simple-to-use laser weaponis designed for covert use, and its smallsize makes it easy to conceal. Theweapon itself looks like either a simplepen or a flashlight. A Spot check DC 15is required to recognize it as a weaponduring a search.

Plasma Thrower (PL 7)

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This weapon is an advanced form offlamethrower, dealing a similar amountof damage but possessing fewerdrawbacks. A plasma thrower shoots astream of super-heated gas 5 feet wideand 40 feet long. All characters caught

in the stream must make a Reflex saveDC 15 or take 3d10 points of firedamage. Much like a flamethrower, theplasma thrower does not require aproficiency to use. Unlike a

flamethrower, the plasma thrower is fednot from a backpack, but from a canisterof fuel attached to the main gun. This isa much safer design, as the canister isnot susceptible to direct attack (as is theflamethrower’s backpack); and the

plasma thrower’s canister is easier toreload than the flamethrower’s backpack.Each canister contains enough fuel for10 attacks, and is treated like box ammo.

 

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Table 5-1: Weapons

Weapon Damage Critical Damage TypeRangeIncr.

Rate ofFire

Mag. SizeWt.(lb.)

Purch.DC

Rest.

Simple Melee Weapons (require the Simple Weapons Proficiency feat)

Battle Prod 1d6/1d6 20Bludgeoning/Electrical

- - - Med. 4 16 -

CrysaniumBoot Knife 1d4 19-20/x2 Slashing 20 ft. - - Small 1 13 -

Plasma Torch 1d8 x2 Fire - - - Small 2 8 -

Spike Hammer 1d6 x4 Piercing - - - Small 2 14 -

 Archaic Melee Weapons (require the Archaic Weapons Proficiency feat)

CrysaniumThrowing Axe

1d6 x3 Slashing 20 ft. - - Small 2 10 -

InfantryPowersaw

3d6 x3 Slashing - - - Med. 8 10 Res (+2)

NomadicHuntspear

2d6 20/x3 Piercing 10 ft. - - Med. 9 10 -

Thermal Pike 1d12 x2 Fire - - - Large 8 10 -

Vector Mace 2d8 x2 Bludgeoning - - - Med. 6 9 Lic (+1)

Handguns and Longarms (require the Personal Firearms Proficiency feat)

Binary Laser 2d8 19-20/x2 Energy (Fire) 40 ft. S 40 box Small 3 18 Mil (+3)

Bio-annihilator 4d4 x2 Acid 20 ft. S 20 box Small 3 18 Lic (+1)

Dragoon Mini-Flamer

2d6 x2 Energy (Fire) 20 ft. Single 10 box Small 5 18 Res (+1)

MicrowaveCannon

3d10 x2 Energy (Fire) 30 ft. Single 20 box Large 10 23 Res (+2)

Shard Blaster 2d8 x3 Slashing 15 ft. Single 2 int. Med. 6 24 Res (+2)

Heavy Ranged Weapons (require specific Exotic Firearms Proficiency feats)

delRaines gun 2d8 20 Ballistic 40 ft. S, A 20 box Medium 4 20 Res (+2)

delRainesStunner

1d6+spec 19-20 Bludgeoning - - - - - - -

Devastator 3d12 20 Ballistic 90 ft. A Linked Huge 50 25 Mil (+3)

WildfireLauncher

Varies withammunition

-Varies withammunition

150 ft. Single 1 int. Huge 40 19 Mil (+3)

Other Ranged Weapons (Weapons Proficiency feat needed given in parentheses) 

 Arc Projector(Simple)

1d4, Daze x2 Electrical 10 ft. Single 10 box Small 2 15 -

Ballistic Knife(Simple)

1d4 19-20/x2 Piercing 30 ft. 1 1 int. Small 1 10 -

Bolt Caster(Simple)

Varies withammunition

x2Varies withammunition

30 ft. Single 1 int. Large 4 18 Lic (+1)

Dart Caster(Simple)

Varies withammunition

x2Varies withammunition

20 ft. Single 4 int. Small 3 16 Lic (+1)

Micro Laser

(Simple)

1d4 X2 Fire 15 ft. Single 10 int. Tiny 1 16 Res (+2)

PlasmaThrower (nofeat needed)

3d10 x3 Energy (Fire) - Single 10 box Large 14 20 Mil (+3)

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 Ammunition

Binary Laser CellThis power cell is designed for use withthe binary laser pistol.

Bio SlugThis small ceramic canister filled withmicrobes is the ammunition for the bio-annihilator. Each canister shatters onimpact, spreading the flesh-eatingmicrobes within over a target.

Bolts These bolts are designed for use withthe Bolt Caster.

Basic Bolt: This projectile ammo forthe bolt caster is a simple sharpenedmetallic rod.

Grappling Bo lt: The head of this boltcontains a flask of powerful adhesivewhich causes it to stick to whatever ithits. The bolt shaft itself is hollow, and isfilled with a coil of microfilament cablethat is 200 feet long and can support200 pounds. Once a grappling bolt hasbeen fired at a location, it grants anycharacter a +10 circumstance bonus toany Climb checks to reach that location.

Explosive Bolt: The head of this bolt

contains a powerful explosive chargethat cause 2d8 points of concussivedamage to organic material whilecausing 4d8 points of damage to objects.

 Ac id Bolt : The head of this bolt is aflask containing acid.

Pulse Bolt: This bolt was developedto fend off berserk robots, and delivers apowerful electric shock to its target.

DartsThese darts are designed for use with

the Dart Caster.Basic Dart: This small metallic spike

is the basic ammo for the dart caster.Stun Dart: A stun dart emits a pulse

that disrupts a target's brainwaves,stunning him (or it) for 1d4 roundsunless the target makes a Will save DC14.

Poison Dart: In addition to its basicdamage, this poison-tipped dart dealsan additional 1d2 points of Con damageunless the target makes a Fortitudesave DC 14.

Tracker Dart: This dart emits a radio

frequency that can be used by anyonewith a radio receiver  to track the target'smovements.

DelRaines Caseless These unique caseless ammunitionrounds are used in the delRaines pistol.They are used for the weapon’s rangedattack, and are not expended during amelee attack with the stunner.

Dragoon Fuel Rod

This solid fuel rod functions asammunition for the dragoon mini-flamer.If the rod itself takes 15 points of directfire damage it ignites and explodes,dealing 2d8 fire damage to all within a10-foot radius (Reflex save for half). 

Microwave CellThis power cell is designed for use inthe microwave cannon.

Nanovirus Starburst (NVSB) Shells

The Nanovirus Starburst (NVSB) shell isfired mainly from the Wildfire Launcher.Detonating above the target area, theshell rains down a shower of nanitesprogrammed to damage either organicor mechanical targets, as describedbelow. Some of the worst hazards on abattlefield come from NVSB weapons.

Hostile nanites usually deal damageby disassembling a target at a molecularlevel, and any damage done by a naniteis categorized as nanoviral. 

-STR: A target caught in the burst ofan NVSB-STR shell has its Strengthreduced by 1d6.

-CON: A target caught in the burst ofan NVSB-CON shell has its Constitutionreduced by 1d6. This effect alsoreduces the target’s hit pointsaccordingly.

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  -SPD: A target caught in the burst ofan NVSB-SPD shell has its speedreduced by 10 for 1d6 rounds.

-VEH: A target with any mechanicalsystems (such as a suit of poweredarmor, a cybernetic attachment, or a

vehicle) that is caught in the burst of anNVSB-VEH shell is shut down for 1d4rounds.

Plasma Thrower Fuel CanisterThis canister contains liquid oxygenunder pressure, which the plasmathrower super-heats and sprays out as a

 jet of plasma gas.

Shard Shell This modified shotgun shell contains tiny

crysanium shards, and is theammunition for the shard blaster.

Skyfire ShellsThe Skyfire shell is fired from theWildfire Launcher. The shell detonateshigh above the target area, raining downshards of crysanium and inflicting 2d6

piercing damage. While the Skyfire’scrysanium shards possess all thepiercing power of crysanium weapons,the shell does not have the associatedhigh cost because the shards requirevery little shaping.

Vector Fuel Rod This rod of solid fuel propellant is usedin weapons with the Vector Weapongadget.

 

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Table 5-2: Bol ts, Darts, and Wildfi re Shells

 Ammo Type (Quant it y) DamageDamageType

Purchase DC Restriction

Bolts

Basic Bolt (24) 2d8 Piercing 4 -

Grappling Bolt (12) Special Special 6 -

Explosive Bolt (6) 2d8 Special 8 Res (+2)

 Acid Bolt (6) 1d8 Acid 5 -

Pulse Bolt (6) 1d8 Electrical 5 -

Darts

Basic Dart (12) 1d6 Piercing 4 -

Stun Dart (12) Special Special 5 -

Poison Dart (12) 1d4 Piercing, Poison 6 Res (+2)

Tracker Dart (12) Special Special 6 -

Wildfire Shells

NVSB-STR (10) Special Nanoviral 21 Mil (+3)

NVSB-CON (10) Special Nanoviral 22 Mil (+3)

NVSB-SPD (10) Special Nanoviral 21 Mil (+3)NVSB-VEH (10) Special Nanoviral 21 Mil (+3)

Skyfire Shells (10) 3d10 Slashing 18 Mil (+3)

Table 5-3: Other Ammunition Ammo Type (Quant it y) Purchase DC Restr ic tion

Vector Fuel Rod (3) 4 -

Dragoon Fuel Rod (5) 5 -

Plasma Thrower Fuel Canister 5 -

Binary Laser Cell 6 -

Bio Slug (20) 8 Res (+2)

Shard Shell (10) 12 -

Microwave Cell 8 Res (+2)

 Arc Projector Cell 4 -

Micro Laser Cell 4 -

DelRaines Caseless (20) 6 -

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Chapter 6: New Armor

In addition to the armor found in the d20Modern Roleplaying Game and d20Future, the Dark Horizons universe

offers armor specific to this setting.

New Standard Armor

Enforcer Long Coat (PL 6)The Enforcer’s long coat is made of alight, flexible synthetic fabric thatprovides a small equipment bonus todefense when worn properly. When anEnforcer wears this coat, he can give ita slight magnetic charge of the samepolarity as that of his own body. This

causes the coat to be repelled by hismovement, in the same way twomagnets with the same polarity repeleach other. This repulsion, coupled withsubtle optical illusions created by the cutof the coat, gives an Enforcer wearingthe coat nine-tenths concealment (40%)for the purposes of avoiding attacks.The coat can be worn over light ormedium armor. While its defense bonusdoes not stack with that of the otherarmor, the coat will retain a measure ofthe concealment bonus even when wornthis way (one-half (20%) in conjunctionwith light armor and one quarter (10%)when worn in conjunction with mediumarmor). An Enforcer who does not havelight armor proficiency gains 10% lessconcealment while wearing the longcoat.

 Acolyte Harness (PL 6)The Acolyte Harness armor ismanufactured for initiate members of theValence Templar, and contains thesame Valent Strike weapon system asthe Sanctuary powered armor. Unlikethe Sanctuary powered armor, the

 Acolyte Harness can only hold can holdonly up to Templar level x 10 shots ofValent Strike. The inclusion of theValent Strike system makes the Acolyte

Harness heavier and more restrictivethan most medium-weight armors.

Micron Armor (PL 6)Micro-composite armor material is amicroscopic composite of overlappingtitanium plates and high-durabilitypolymers. The structure of the micro-composite allows armor fabricated fromthis material (micron armor) to be bothlightweight and flexible, whilemaintaining defensive capabilities equalto or better than those of most 20thcentury body armors. The FederatedStates first developed this body armor

technology, late in the 21st century, forlaw enforcement, but it was expensiveto produce using the manufacturingcapabilities of the period. Before thedevelopment of powered armor, micronarmor was used by Special Forces andblack ops agents because of itslightweight design. After thedevelopment of powered armor, micronarmor was almost entirely phased out ofmilitary use (although many of the earlypowered armor models did use micro-composite armor material in theirconstruction). Thanks to advancementsin manufacturing and nanotechnology,however, micro-composite armormaterial is now much cheaper toproduce, and sees widespread use inarmor for law enforcement and civiliansecurity, and even in aerospace vehicleproduction.

Micron Vest (Light) This light vest is in very common use,but most people don't realize howcommon because the vest is so easy toconceal. It protects the upper torso andcan be worn under almost any clothing.It has a concealed holster for a smallweapon located in the lower back,granting a +2 equipment bonus toSleight of Hand checks to conceal aweapon.

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 Micron Body Armor (Medium) This medium armor consists of abreastplate covering the torso andshoulders, with skirt-plates protectingthe upper thighs. It also includes boots,

gloves, and a helmet (all armored). Thisarmor is often used by private securityforces, and is used much morefrequently on planets than in space.

Micron Combat Armor (Heavy)This pressurized full-body armor wasthe best armor available in its day, butcurrently it sees more use as aHAZMAT suit than as combat armor. Itsairtight design makes it ideal to refit foruse in various hostile environments and

it exists in several versions. The basicversion has a gas mask fitted to thehelmet, granting the wearer +2 toFortitude saves against air-bornecontaminants. Other versions include aspace suit variant, an aquatic variant,and a planetary hazard variant, withspecial treatments to the armor thatallow it to resist various alien climates.

Optional Micron Armor ModificationsEnergy Resistance (Vest): A micron

vest with the energy resistancemodification gains damage reduction of3/- against one of the following damagetypes, chosen at purchase: fire, cold,electrical, acid, or sonic. This modincreases the purchase DC by 2.

Energy Resistance (Body Armor):Micron body armor with the energyresistance modification gains damagereduction of 5/- against one of thefollowing damage types, chosen atpurchase: fire, cold, electrical, acid, or

sonic. This mod increases the purchaseDC by 3.

Riot Gear (Body Armor): Thismodification lines the interior of themicron body armor with impact-absorbing plates, granting the wearerdamage reduction of 3/- againstbludgeoning damage. This modincreases the purchase DC by 2.

 Adapt ive Armor (Combat Armor ):This modification allows the microncombat armor to alter its molecularstructure in response to a variety ofthreats. When a character wearingadaptive armor takes damage, nanites

embedded within the armor re-configureits molecular structure to resist the typeof damage that was dealt. It takes thearmor 1d4 rounds to alter its structure,at the end of which time it will gaindamage reduction of 5/- against thespecific damage type. The armor canresist only one type of damage at a timein this way. The wearer can “freeze” thearmor in a particular state as a freeaction if he does not want the armor tokeep adapting itself in response to

attacks resulting in multiple damagetypes. The damage reduction effectlasts one hour from the time of itsinitiation; after that hour has elapsed itloses the damage reduction effect andcannot adapt again for the next hour.

 Adaptive armor has an increasedpurchase DC of 5.

Micron Space Armor (Combat Armor): This suit of micron combatarmor has been refitted to serve as aspace suit. It has an improved

environmental seal to preventdecompression, and has a 12-hour airsupply. Space armor has an increasedpurchase DC of 1.

Micron Scuba Armor (Combat Armor): This suit is similar to spacearmor in that it has a 12-hour air supply.It also has an aquatic ion-propulsionsystem that grants the wearer a +4 toSwim checks and a swim speed of 30feet. Scuba armor has an increasedpurchase DC of 3.

Planetary Hazard Armor (Combat Armor): This suit was originallydeveloped to protect the explorers ofMars from its harsh electrical storms,freezing cold, and thin atmosphere. Itgrants damage reduction of 5/- againstboth electrical and cold damage, andhas a 6-hour air supply. This armor hasan increased purchase DC of +4. 

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New Powered ArmorUse of the following suits of poweredarmor requires the Armor Proficiency(powered) feat (see Chapter 1:Characters in d20 Future for moredetails about this feat).

FPS-13X Mongoose Light Powered Armor (PL 7)Farnam Personal Security, an Australia-based military R&D corporation,developed the Mongoose Light Powered

 Armor to serve as a low-cost option forlaw enforcement who needed protectionsuperior to that provided byconventional body armor. Characterswearing Mongoose Powered Armor gaina hardness of 3. The armor has anurban camouflage paint job, giving it a+4 to Hide checks in urbanenvironments. It also has an integratedgrappling hook and retractable climbingclaws built into the gloves and boots,granting the wearer a +10 bonus toClimb checks. Most SWAT teams in theFederated States use Mongoose armor,and particularly wealthy communitieseven equip their basic police forces withit. 

FPS-12A Argonaut Space-AssaultPowered Armor (PL 7)Farnam Personal Security developedthe Argonaut Space-Assault Powered

 Armor at the request of the OverlordMercenary Guild. As the conflicts ofMankind spread outward from terrestrialenvironments, the Guild commissionedthis armor to address the growing needfor space-worthy powered armor withwhich to equip its mercenaries.

 Argonaut powered armor grants thewearer a hardness of 5, and is designedspecifically for use by starship boardingparties. 

The Argonaut integrates into its designsystems specific to space combat,including a space environment seal andan air supply, a graviton lens

maneuvering system, and a laser cutter.The maneuvering system allows thewearer to move at his full land speed ina zero-g environment, and the lasercutter enables the wearer to breach anadjacent airlock as a full round action. In

order to bridge the gap betweenstarships engaged in combat, the

 Argonaut has a single-use rocketbooster that gives it a fly speed of 250feet (good) that lasts for 2 rounds whenactivated. A replacement rocket boosterhas a purchase DC of 12 and weighs 15pounds.

CYM-03 Med-Suit (PL 7)The Cybell Corporation developed theMed-Suit powered armor for people

suffering from life-threatening illnesses;essentially, it is a wearable life-supportsystem that allows a patient to remainmobile. The Med-Suit can replace thefunction of any major organ (e.g., lungs,heart, kidney) as long as a patient wearsthe armor. In addition, the suit’s medicalsystems work pro-actively to keep thewearer healthy, granting him a +2 to hisConstitution score and a +6 equipmentbonus to resistances to poison, disease,hostile nanites, and nanocolonies. The

Med-Suit can also repair tissue damage,allowing the wearer to regenerate 1 hitpoint per round. The armor provided byMed-Suit is designed to protect thesensitive medical equipment inside; thedefense bonus it provides its wearer ismerely a side benefit.

MC-TS1 Sanctuary Powered Armor(PL 7)Sanctuary powered armor wasdeveloped specifically for use by the

Valence Templar, the military/religiousorder that fought for the MartianConsortium during the war for MartianIndependence. The interior of Sanctuaryarmor is lined with power collectorsdesigned to draw energy from its wearer.When worn by a Valence character, thesuit draws on his latent bio-electricalenergy to power the suit’s basic

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functions. This does not use up any ofthe character’s daily Valent Surges. A suit of Sanctuary armor equipped by

a non-Valence character has severedrawbacks. The armor will drawelectrical power from the character’s

nervous system, causing him to takeone negative level after wearing thearmor for one minute. After taking thefirst negative level, he will take anothernegative level after each hour in thearmor. A character wearing Sanctuary

powered armor gains a hardness of 10.

When a Valence character wears thearmor, he also gains +2 Strength and +2Dexterity. A Valence Templar characterwearing Sanctuary armor has access toall of the armor’s bonuses, and is able toexpend Valent Surge charges to power

the armor’s Valent Strike weaponsystem. Details of the Valent Strikeattack can be found in the description ofthe Templar advanced class in thisguide.

Table 6-1: Armor

 Armor TypeEquip.Bonus

Nonprof.Bonus

Max. DexBonus

 Arm orPen.

Speed(30ft/20ft)

Wt.(lb.)

Purch.DC

Rest.

Light Armor  (requires the Armor Proficiency (light) feat) Micron Vest Concealed +2 +1 +8 -0 30 ft./20 ft. 1 8 -

Enforcer LongCoat

Tactical +1 +0 +0 -0 30 ft./20 ft. 4 21 Res (+2)

Medium Armor  (requires the Armor Proficiency (medium) feat) 

 Acolyte Harness Combat +4 +1 +4 -4 20 ft./15 ft. 10 24 Mil (+3)

Micron Body Armor

Tactical +4 +2 +6 -1 30 ft./20 ft. 4 15 -

Heavy Armor  (requires the Armor Proficiency (heavy) feat) 

Micron Combat Armor

Tactical +5 +2 +2 -2 20 ft./15 ft. 8 20 -

Powered Armor  (requires the Armor Proficiency (powered) feat) 

Mongoose Armor Tactical +4 +1 +6 -3 30 ft./20 ft. 35 25 Lic (+1)

 Argonaut Armor Combat +6 +2 +2 -8 20 ft./15 ft. 40 32 Res (+2)

Med-Suit Tactical +4 +1 +2 -4 30 ft./20 ft. 18 23 -

Sanctuary Armor Combat +6 +1 +6 -5 20 ft./15 ft. 60 38 Mil (+3)

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Chapter 7: Advanced Powered Armor

The use of advanced powered armorrequires not only the Armor Proficiency(powered) feat, but also an External

Interface Core Technology (EICT) Coreupgrade. Because only humans canhave a Core Implant, only humans canuse advanced powered armor properly.

In 2160, the world was introduced tothe Mechanized Assault Vehicle (MAV),a remotely-piloted bipedal robotweapons platform: in essence, a walkingtank. The MAV ruled the battlefield untilthe introduction of powered armor abouta decade later. Powered armor evolvedfrom body armor, which had beenaround in various forms since the dawnof war. The key to the development ofpowered armor from body armor wasthe development of EICT by thecybergenetic super-giant Cyber-Tronix.EICT allowed a person to interface withan external device through a basic CoreImplant equipped with the appropriateupgrade. By 2600, soldiers wearing thenew advanced powered armor occupythe front lines of every battle, in spacebattles as well as planetside. Advancedpowered armor has become the mostversatile weapon of any military.

 Advanced Powered Armor Access:It takes a full round action to either enteror exit powered armor.

Combat Statistics : Advancedpowered armor adds a +4 equipmentbonus to a character’s Strength scoreunless otherwise noted.

 Advanced Powered Armor Class   Advanced powered armor is divided intofive classes based of its use in combat.

 Assau lt class : This titan of thebattlefield is designed to inspire fear inthe enemy. Heavier and typically muchslower than its counterparts, it candeliver crushing blows to any opponent.

Combat class: Typically theworkhorse of any powered-armor unit,

Combat class packs the toughest punchand can take the highest punishment.

Infantry c lass: Made up of the more

mobile Medium-size units, Infantry classis designed more for hit-and-run than forextended combat.

Tactical class: Made up of smaller,lighter units able to move quickly andsilently, this class is designed to supportsoldiers on the ground.

 Advanced Powered ArmorTypes

Vin-1A Apocalypse Advanced

Powered Armor (PL 7)Lumbering across the battlefield likesomething from the depths of hell, the

 Apocalypse is an object of fear to itsenemies. This armor is designed towade into the fog of war and slug itsway through with the heaviest ofweapons.

The Apocalypse grants the wearer ahardness of 20. The price of this armor’sability to brush off strong attacks is itsslow speed, lack of maneuverability, and

diminished ability to evade attacks.Class: Assault.

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CTA-2pB Plainsman AdvancedPowered Armor (PL 7)The Plainsman became the standardFAF Army powered armor in 2166.Core Technologies, a subdivision ofCyber-Tronix, built the Plainsman with

the newly-available high-densityMegatanium armor material, which islightweight but extremely strong. ThePlainsman makes up for its lack ofspeed and agility with its ability todeliver more firepower than lighterFederation Armor.

Plainsman powered armor is designedto absorb damage instead of deflectingit, granting the wearer a hardness of 15.The trade-off is that its equipmentdefense bonus is lower than the bonus

granted by most armors of a similarweight.

The Plainsman also contains anintegrated field survival kit, containingrepair tools, a first aid kit, and a survivalkit that adds +4 to Survival checks tosurvive in the wild.

Weapons favored by soldiers wearingthis armor include the Mayatsu CG40sidearm, the Mayatsu 10mm Mini-Gun,and the 20mm Lawgiver.

Class: Combat.

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CTA-2bX Battleaxe AdvancedPowered Armor (PL 7)In the 27th century, just as in the 20th,when a job must be done – nomatter how harsh the terrain andhow uneven the odds – the Marines

are the first on the ground. In 2308,Core Technologies releasedBattleaxe powered armor, and the‘Axe quickly became the armor ofchoice (and a badge of pride) for theMarines of the FAF. Quick despiteits size and weight and armoredheavily enough to rival the Army’sPlainsman, the ‘Axe meets thedemands of the often fast-pacedbattle faced by the FAF Marines. Itserves equally well for a wide a

range of tasks, including sabotage,standard combat, and anti-tankcombat.

Like the Plainsman, the ‘Axefavors damage absorption overattack deflection. A characterwearing Battleaxe armor has ahardness of 10. It can also deliverstunning firepower; weaponsintended for the Battleaxe includeCore Technologies’ Rapier-7handheld auto cannon and the

Reliant anti-tank missile.Finally, the ‘Axe is designed to

function effectively in extreme heat,in extreme cold, and underwater. Ithas damage reduction of 5/- againstfire damage and cold damage, aswell as a 12-hour air supply and awaterproof environmental seal.

Class: Combat

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 AA-2A Archangel Advanced Powered Armor (PL 7)Dynamic Aerospace, a FederatedStates-based research company,unveiled its highly anticipated flightspecialty armor in 2201.

 Archangel Flight Armorwas the most advancedarmor developed to thatpoint, and it gave theFederated Statesmilitary the edge itdesired. Many otherstates soon employed

 Archangel-style flightarmor in their ownmilitaries.

On the ground, the

 Archangel has normalmaneuverability, but inthe air its 12-foot wingsand propensity fordropping Brimstonegrenades on soldierson the ground make it atruly imposing presence.While the Archangel isnot as fast as a fighter

 jet, its small turbo-jetgrants the wearer a fly

speed of 150 feet(perfect); at this speedit can close in on atarget much faster thanany ground vehiclecould, giving it anunprecedentedadvantage overground-based assaultvehicles. The

 Archangel is alsopressurized so that its

pilot can survive high-altitude flight, although its defaultconfiguration is not capable of spaceflight. A character wearing Archangelpowered armor has a hardness of 5 andgains +2 to Strength and +4 to Dexteritywhile in flight.

Class: Support.

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CTA-2yF Fox Advanced Powered Armor (PL 7)Core Technologies originally developedFox advanced powered armor for use byFAF black ops agents, but the Fox seeswidespread use in the 27th century as

battlefield recon armor. Nearly everymodern platoon equipped by Plainsmanor Battleaxe armor is accompanied by ascout in Fox armor who tracks themovements of opposing forces andrelays enemy emplacement positionsback to the platoon.

The Fox’s premier feature is its stealthsystem, including an active stealthscreen and a sonic dampener. Theactive stealth screen is a layer of light-absorbing polymers that covers the Fox

armor from head to toe. This polymerlayer can “see” what is around thewearer and change its color to betterblend in with its surroundings, grantingthe wearer a +10 equipment bonus toHide checks. The sonic dampenermuffles all sounds made by the armor’swearer, giving him a +10 bonus to MoveSilently checks and damage reduction of5/- against sonic damage as an addedbenefit. A character wearing Foxpowered armor has a hardness of 5, a

+2 Strength bonus, and a +2 Dexteritybonus.

Class: Tactical.

Table 7-1: Advanced Powered Armor 

 Armor TypeEquip.Bonus

Nonprof.Bonus

Max. Dex.Bonus

 Arm orPen.

Speed (30ft./20 ft.)

Wt.(lb.)

Purch.DC

Rest.

 Apocalypse Assault +3 +1 +0 -15 10 ft./5 ft. 100 45 Mil (+3)

Plainsman Combat +5 +1 +0 -12 15 ft./10 ft. 70 35 Mil (+3)

Battleaxe Combat +6 +1 +2 -10 20 ft./15 ft. 60 38 Mil (+3)

Cavalier Infantry +6 +2 +4 -8 25 ft./15 ft. 45 36 Mil (+3)

 Archangel Support +6 +2 +4 -6 20 ft./15 ft. 60 42 Mil (+3)

Fox Armor Tactical +4 +2 +8 -2 30 ft./20 ft. 35 35 Mil (+3)

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Powered Armor GadgetsFor information about the gadget system,see Chapter 3: Gear  in d20 Future.

Powered Armor Weapons GadgetsThe following armor gadgets areintended only for powered armor, andany suit of powered armor can haveonly one of these gadgets installed.

Grappling Arms (PL 7)The grappling arms armor gadget isintended for soldiers who plan toengage in extremely close-quarterscombat. This gadget adds two powerfulrobotic arms to the armor, each of whichhouses a retractable crysanium blade.These robotic arms add a +8 equipmentbonus to Grapple checks. A characterwho uses the grappling arms to pin atarget can, as a free action, make amelee attack to attack the target with theblades housed in the grappling arms.On a successful hit, the blades deal 2d8piercing damage and have thehardness-penetrating qualities ofcrysanium.

The wearer can also use the blades inthe grappling arms to make normalmelee attacks, dealing 2d8 piercingdamage, critical on 19-20x2. Thegrappling arms have their own Strengthscore, equal to 16 plus any Strengthbonus granted by the powered armor.Having these arms does not give thewearer extra attacks per round, andgrappling arms are considered a simpleweapon.

This upgrade can be installed only onadvanced powered armor, becausedirect mental control of the grapplingarms by the character is dependant on

the EICT link between the armor and itswearer. This gadget is favored bywearers of Fox and Battleaxe armor,who often prefer stealth to firepower. Asuit of powered armor with grapplingarms weighs 15 pounds more with thegadget than without it.

Restrictions: Advanced poweredarmor only.

Purchase DC Modif ier: +5.

Powered Autoloader (PL 7)The powered autoloader armor gadget

functions like the autoloader weapongadget (described in Chapter Three:Gear in d20 Future). The poweredarmor version is highly improved andcan reload 3 different weapons or ammotypes, specified when the gadget ispurchased. During the user’s turn hecan choose to reload a single weaponas a free action, two weapons as amove action, or three weapons as a fullround action. A powered autoloader canreload weapons that are being held or

that are stowed on the user’s person,and can reload only the weapons orammo types specified at purchase. ARepair check DC 20 can refit thepowered autoloader to exchange oneweapon or ammo type for another.

Restrictions: Powered armor only.Purchase DC Modif ier: +6.

Powered Gun Turret (PL 7)The powered gun turret armor gadgetmounts a single firearm, chosen during

purchase, on an automated turret that ispermanently attached to the recipientpowered armor. This mount is typicallylocated on one of the shoulders orwhere a hip holster would be, and canfire at any location within the wearer’sline of sight. To use this mountedweapon, the wearer needs the properproficiency (usually Personal FirearmsProficiency) and he can use any of hisfirearms-related feats in conjunction withthe mounted weapon.

When installed on ordinary poweredarmor, the turret must be activated as amove action, slaving the turret to thearmor’s helmet and causing it to aimwhere the user looks. The user can thenmake an extra attack per turn with themounted weapon at half his base attackbonus.

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  When the powered gun turret isattached to a suit of advanced poweredarmor, the turret is controlled by theuser’s mind through the EICT linkbetween the advanced powered armorand its wearer. The user can activate

the turret as a free action, and can makean extra attack per round with it at hisfull base attack bonus. At 10th level, aMyrmidon’s Sentient co-pilot programcan control the weapon turret if theMyrmidon is dazed, stunned,unconscious, or dying, as long as theMyrmidon is wearing his armor. A suit of powered armor with this

gadget adds the weight of the weaponattached to the weight of the armor.

Restrictions: Powered armor only.

Purchase DC Modif ier: Half thepurchase DC of the firearm + 2 (thispurchase DC includes the mounting ofthe weapon).

Powered Armor Mobility GadgetsThe following armor gadgets aredesigned to improve the mobility ofpowered armor, as the weight of mostpowered armor impedes its wearer’smovement. Only one of these systems(with the exception of the Archangel

Space Upgrade gadget, an upgrade forthe Archangel flight pack) can beinstalled on a suit of powered armor. If amobility system armor gadget isinstalled on armor that already includesa mobility system, the gadget can eitherreplace the old system or be installed inaddition to the old system with a +1purchase DC modifier increase.

 Archangel Flight Pack (PL 7)The most important innovation in

powered armor after EICT was the Archangel flight pack. Militariesdiscovered early that a mobile infantry isa dangerous infantry, and a soldier whocan fly is the most dangerous of all. The

 Archangel flight pack, based on theflight system of Archangel poweredarmor, was designed to allow other suits

of powered armor to ignite their ownthrusters and soar over the battlefield. A suit of powered armor with the

 Archangel flight pack gadget installedhas a fly speed of 75 feet (good). Thisspeed is not equal to that of the

 Archangel armor itself, even though theflight pack uses the same basic flightsystem used by the armor; Archangelarmor is capable of greater speed andmaneuverability because the entire suitis designed for optimal flightperformance. Neither the Archangelflight pack nor the flight system of the

 Archangel itself is space-capable, butthe Archangel Space Upgrade gadgetcan make either spaceworthy. A suit of powered armor with this

gadget weights 10 pounds more with thegadget than without it.

Restrictions: Powered armor only.Purchase DC Modif ier: +4.

 Archangel Space Upgrade (PL 7)The Archangel space upgrade gadgetcan be installed on either Archangeladvanced powered armor or on anypowered armor that has an Archangelflight pack gadget installed. This gadgetreplaces the Ram-Thrust jet propulsion

system in the Archangel Flight Pack witha Blue Nova micro-fusion rocket thruster,making it capable of moving at its full flyspeed in space. If powered armor withthis gadget does not already have aspace environmental seal, the gadgetcan be purchased with a spaceenvironment seal with an 8-hour airsupply.

Restrictions: Archangel advancedpowered armor or powered armor withthe Archangel Flight Pack gadget only.

Purchase DC Modif ier: +1 (upgradealone); +3 (upgrade with spaceenvironmental seal).

 Amphib ious Mob il it y System (PL 7)The amphibious mobility system gadgetgives a suit of powered armor twoSandshark Ion Water-Jets that unfoldfrom a backpack like wings, giving the

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wearer of the suit a swim speed of 50feet and a +12 bonus to all Swim checks.This gadget also gives the suit anaquatic environmental seal thatfunctions to a depth of 1000 feet belowsea level and an 8-hour air supply. If the

amphibious mobile system is applied toa suit of Battleaxe advanced poweredarmor, which already has an air supplyand waterproofing, this gadget gives thesuit a total air supply of 20 hours andallows the suit to function to a depth of3000 feet below sea level. A suit of powered armor with this

gadget weighs 5 pounds more with thegadget than without it.

Restrictions: Powered armor only.Purchase DC Modif ier: +4.

Highway Mobil ity System (PL 7)Because many battles take place incities or in the ruins of cities, a mobilitysystem that gives soldiers an edge inurban environments is desirable. Thehighway mobility system gadget allowsa suit of advanced powered armor tohover several inches above the groundand move at double its land speed oversmooth unbroken surfaces such aspaved roads and relatively even terrain.

 A character in armor with this systeminstalled can move at his full land speedover rough terrain.

The main drawback of this system isthat it is loud: it inflicts a –10 penalty onall Move Silently checks when active.When the system is deactivated, thewearer moves at his normal penalizedspeed. The system can be activated ordeactivated as a free action. A suit of powered armor with this

gadget weighs 5 pounds more with the

gadget than without it.Restrictions: Advanced powered

armor only.Purchase DC Modif ier: +5.

Powered Armor EnvironmentalGadgets (PL 7) The following powered armor gadgetsare designed for troops stationed in

specific environments. Any suit ofpowered armor can have only one ofthese gadgets installed. The benefits ofthe following gadgets stack with those ofany other gadgets or with the equipmentbonuses already granted by the armor.

 Arct ic UpgradeThe arctic upgrade gadget gives thewearer damage reduction 6/- againstcold, and gives the armor on which it isinstalled an arctic camouflage coatingthat grants the wearer a +6 bonus toHide checks in arctic environments.

Restrictions: Powered armor only.Purchase DC Modif ier: +3.

Mars Upgrade 

The Mars upgrade gadget is designed tocompensate for both the deep Martiancold and the harsh electrical storms thatoften rage across the surface of Mars. Itgrants the wearer damage reduction of5/- against both cold and electricaldamage.

Restrictions: Powered armor only.Purchase DC Modif ier: +3.

Lunar Upgrade The lunar upgrade includes a space

seal and an 8-hour air supply, but itsmain feature is an artificial gravitygenerator (AG2). The AG2 allows thewearer to function in low gravity as if hewere in normal gravity, and in zerogravity as if he were in low gravity(allowing him to walk along the outsideof a starship hull without a tether). Wheninstalled on conventional powered armor,the AG2 can be activated or deactivatedas a move action. When installed onadvanced powered armor, the AG2 can

be activated or deactivated as a freeaction.

Restrictions: Powered armor only.Purchase DC Modif ier: +3.

Desert Upgrade The desert upgrade gadget grants thewearer damage reduction of 3/- againstfire, and gives the armor on which it is

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installed a desert camouflage coatingthat grants a +6 bonus to Hide checks ina desert environment. The desertupgrade also includes an interiorhydration and nutrient feed that cankeep the wearer fed and hydrated for

one week. Refilling this feed has apurchase DC of 5.

Restrictions: Powered armor only.Purchase DC Modif ier: +3.

Other Powered Armor GadgetsThese gadgets can be used to round outthe capabilities of a suit of poweredarmor. They do not take up much space,and a suit of powered armor can haveas many of these systems installed asits wearer can afford.

Combat Comm Suite (PL 7)The combat communication suitegadget includes a long-range radiotransceiver, a secure laser transceiver,and a transmission encryption module.

The radio can be used tocommunicate with anyone with a similarradio device within a 100-mile radius,and messages sent using this radio canbe encrypted by the encryption module.The user must designate an encryption

key, and a receiver (or interceptor) whodoes not have that key must make aDecipher Script check DC 25 to breakthe code.

The laser transceiver can be used tocommunicate with any other laser commsystem with no possibility of interception,but can be used only with acommunication target within thewearer’s line of sight.

Restrictions: Powered armor only.Purchase DC Modif ier: +2 .

 Acti ve Sensor Array (PL 7)The active sensor array gadgetconstantly scans an area for movementand sound, and can track anomaliesand feed data to the wearer. When thisgadget is installed on conventionalpowered armor, it includes a heads-updisplay. When this gadget is installed

on advanced powered armor, it feedsdata directly to the wearer’s optic nerveas a virtual heads-up display.

When installed on conventionalpowered armor, this gadget gives thewearer low-light vision, a +2 bonus to

Spot, Listen, and Search checks, and a+1 bonus to ranged attack rolls. Wheninstalled on advanced powered armor,this gadget grants the wearer darkvisionout to a range of 60 feet, a +4 bonus onSpot, Listen, and Search checks, and a+2 bonus to ranged attack rolls.

Both versions include a Geigercounter, and can detect the location andseverity of a radiation source within 100feet of the wearer.

Restrictions: Powered armor only.

Purchase DC Modif ier: +4.

External EICT Output (PL 7)This gadget allows a wearer ofadvanced powered armor with an EICTCore upgrade to interface directly withcomputer systems, granting the wearera +6 bonus to Computer Use checks.For safety reasons, the connection isone-way; an external computer cannotupload data into the powered armor’ssystems. There are two versions of this

gadget: a direct hardware connectionand a wireless transmitter. Thehardware version can connect only toadjacent computer systems, while thewireless version can interface with acomputer within 100 feet of the wearer,as long as that computer acceptswireless input.

Restrictions: Advanced poweredarmor with EICT only.

Purchase DC Modif ier: +1 (hardwareversion), +2 (wireless version).

Medical Delivery System (PL 7)The medical delivery system gadget isused to administer medical injections tosoldiers in the field. The medicaldelivery system has three separatereceptacles, each of which can hold asingle dose of any injection-basedpharmaceutical found in the d20 Modern

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Roleplaying Game or d20 Future. Thesereceptacles can also be loaded withmedicines fabricated by ENTs. Thewearer of the armor can inject himselfwith the contents of any one receptacleas a move action; the effect of the

injection depends on the medicineinjected. Reloading the medical deliverysystem is a full round action.

This gadget comes loaded with threedoses of a combat drug called“Stimpack-R1,” which increases therecipient’s Strength by 4 whilepenalizing his dexterity score by 4. Thisdrug takes effect during the recipient’snext turn, and its effects last for tenturns (one minute). A single dose ofStimpack-R1 has a purchase DC of 8,

and the medicine has a military (+3)restriction.

Restrictions: Powered armor only.Purchase DC Modif ier: +1.

Powered Armor WeaponsThe following weapons were designedspecifically for use in conjunction withpowered armor. The weapon proficiencyrequired for each weapon is listed nextto its name in parentheses; charactersattempting to use these weapons while

not wearing powered armor take a –4attack penalty because of the weapons’specialized design. A character whowants to use these weapons withoutwearing powered armor can take the

 Alien Weapon Proficiency feat to negatethis penalty.

20mm Lawgiver (PL 7)One of the largest projectile weaponsdesigned for powered armor, theLawgiver fires a 20mm armor-piercing

caseless shell. The earsplittingexplosion produced when the Lawgiveris fired acts as a deterrent during riot-control operations. The Lawgiver does4d8 points of ballistic damage with asuccessful attack.

Brimstone Grenade (PL 7)The grenade has been around sinceEarth’s first World War, and in the 27th century it has once again becomepopular on the battlefield. Once thrown,the Brimstone grenade will not detonate

unless it senses a metallic item largeenough to be powered armor or avehicle within its burst radius. The firstanti-armor grenade, the Brimstone deals6d10 points of fire damage, and has aburst radius of 20 feet and a Reflex saveDC 20 for half damage. The purchaseDC of these grenades includes 6grenades in a bandoleer large enoughto wear on powered armor.

Magnic4G (PL 7)

Developed early in the Mars Revolutionas a way to attack highly armoredground vehicles and powered armor, theMagnic4G launches fourelectromagnetic grenades that stick toany object able to carry an electricalcurrent (which includes most vehiclesand powered armor). When a grenadeexplodes, it deals a massive amount ofdamage. The attacker must make aranged attack against a target; if thetarget is can normally make saves, he or

it must then make one Reflex saveagainst each of the four grenades toavoid damage. The DC for this Reflexsave is equal to the attacker’s initialranged attack roll. Targets which do nothave a substantial metal content gain a+10 bonus to this save.

For each save that the target fails, onegrenade attaches itself to the target anddetonates, dealing 3d8 electricaldamage. Each grenade that does notdetonate will fall to the ground in the 5

foot square occupied by the target (or, ifthe target occupies more than onesquare, the square nearest the attackerof those occupied by the target).

 Anything that moves through thatsquare or an adjacent square that cannormally make saves must make oneReflex save (DC 10) for each grenadethat has fallen to the ground to avoid

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having that grenade attach to it anddetonate. The original target can leavethe square on his next turn withouthaving to make a save, but if he remainsin the square the grenades will attackhim again at the end of his turn. Note

that each “round” in the Magnic4Gmagazine consists of 4 grenades.

Mayatsu 10mm Minigun (PL 7)What the Mayatsu minigun lacks inpower it makes up for with anabundance of projectiles. The minigunfires a hailstorm of caseless projectilestoward its target, dealing 5d10 ofballistic damage with a successful attack.

Terrashock Artillery 

(PL 7) 

For centuries, the use of artillery haschanged the tides of battles. In modernbattles in which soldiers in poweredarmor march against each other, artilleryhas become a necessary tool evenagainst infantry, and artillery units havebecome highly mobile as a result. TheTerrashock Artillery attaches to the backof a suit of powered armor, with a longbarrel protruding over the shoulder. TheTerrashock fires a massive projectilethat deals 5d12 of ballistic and fire

damage.Restrictions: Assault class armor

only.

Valence Spike (PL 7)During the first years after the ValenceTemplar were unleashed, the bestweaponry engineers on Mars worked tocreate an appropriate weapon for theirnew protectors. The result of their work

was the Valence Spike, a poweredlance that can be used extended as aweapon with a 10 foot reach, orretracted as a close-quarters weapon. Itcan punch through the toughest armor,dealing 2d10 piercing damage and

ignoring hardness and damagereduction of up to 10. 

Whisper-Mag Rifle (PL 7)The Whisper-Mag rifle is at the top of itsclass: it has been called the ultimatestealth sniper rifle. It silently fires a laserinvisible to human eyes, making itperfect for black ops missions. TheWhisper-Mag deals 4d8 points of firedamage with a successful attack.

XJ4 Atom-edge Sword (PL 7) As powered armor, Core Implants, andcybernetic attachments made their wayonto the battlefield along withcombatants, killing an enemy fighterbecame much harder. Seeking anyedge, soldiers began to carry swordsthat could bypass an enemy’stechnological sophistications with simplebrute force. As the popularity of swordsbegan to grow, new designs proliferated.The XJ4 Atom-edge sword, infused with

nanites, is one of the most effective ofthese designs. Even during heavy use,the XJ4 retains an atomically sharpedge that can part the hardest armor.The XJ4 Atom-edge sword is a two-handed melee weapon that deals 3d10points of slashing damage.

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Chapter 8: New Cybernetics

In addition to the cybernetic devicesdescribed in d20 Future, the DarkHorizons universe offers cybernetics

specific to this setting.

Detachable Cyber-Limbs (PL 7) This modification can be applied to anycybernetic limb replacement technology(this includes prosthetic arms and legs,upgraded prosthetics, and advancedprosthetics; see Chapter 11:Cybernetics in d20 Future for details). Adetachable cyber-limb can be removedas a free action, and re-attached as amove equivalent action. 

Benefit:  A detachable cyber-limbconfers several benefits.

First, a removed detachable cyber-limb does not count against acharacter’s maximum number ofattachments.

Second, a removed limb is easier torepair; Repair checks made to repair aremoved prosthetic limb (versus thosemade to repair an attached prostheticlimb) gain a +1 bonus.

Third, a character suffering from amassive damage side effect in adetachable cyber-limb can negate theside effect by detaching the limb, if thatlimb was his only attachment (seeChapter 10: Cybernetics in d20 Future for more details about the effects ofmassive damage on cybernetic limbs).

Fourth, a character with a detachablecyber-limb can carry additionalinterchangeable cyber-limbs, allowinghim to replace damaged prosthetics onthe fly, and to swap out limbs withdifferent benefits.

On the drawback side, a characterwho removes a detachable cyber-leghas his speed reduced by 10.

Type: External.Hardness/Hitpoints: A detachable

cyber-limb has the same hardness andnumber of hit points as those of thebase attachment. 

Base Purchase DC: The firstdetachable cyber-limb acquired has apurchase DC equal to the base

attachment’s cost +3 (this cost includesthe prosthetic limb). Any additionaldetachable cyber-limbs that arepurchased specifically to beinterchangeable with the original limbhave purchase DC modifier of +1.

Restriction: None.

Shield Arm (PL 7)This prosthetic arm replacement candeploy a series of armored plates as afree action, forming a shield for fast self-defense.

Benefit: When the shield plates areretracted, this arm functions in the sameway as a normal arm. When the shieldplates are deployed, the character gainsa +2 equipment bonus to defense, butthe hand on the cyber-arm is inoperablewhen the shield is in use.

Type: External.Hardness/Hitpoints: 5/10. Base Purchase DC: 23.Restriction: None.

Utility Arm (PL 7) A utility arm is a cybernetic replacementarm with integrated tools in place of ahand. The integrated tools can includeany single kit that is required to use askill without penalty or that provides askill bonus, such as an electrical ormechanical tool kit. Equipment that canbe used only once, such as a first aid kit,cannot be integrated into a utility arm.

Benefit: Skill checks made with thetools built into a utility arm are madewith a +2 equipment bonus, in additionto any equipment bonus granted by theintegrated equipment itself.

Type: External.Hardness/Hitpoints: 5/10.Base Purchase DC: 19, plus the cost

of the integrated tool kit.Restriction: None.

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 Powered Claw (PL 7) This heavy, combat-oriented cyberneticarm replacement has a large andpowerful claw in place of a forearm andhand.

Benefit: A character with the poweredclaw arm attachment can make twokinds of attacks with the arm: a slamattack and a grapple attack. The slamattack deals bludgeoning damage basedon the size of the attacking character:1d4 for Small creatures, 1d6 forMedium-size creatures, and 1d8 forLarge creatures. If a character attackingwith a powered claw can make multipleattacks per round, he can make multipleslam attacks per round. The powered

claw also adds a +4 bonus to allGrapple checks. If a character with apowered claw who is grappling or beinggrappled makes a Grapple check, hemay deal 2d8 bludgeoning damage to asingle creature being grappled.

There are drawbacks to the poweredclaw arm. First, a character with thisunwieldy attachment suffers a –1penalty to his dexterity. Also, because it

lacks a normal hand, attempts to use aweapon or tool with the powered claware made with a –4 penalty.

Type: External.Hardness/Hitpoints: 5/15. Base Purchase DC: 21.

Restriction: Military (+3).

Concealed Storage Implant (PL 7) A character with the concealed storageimplant has two hidden compartmentsbuilt into his body (usually somewhereon the torso). Each compartment canhold either a single Small item or onepound of material.

Benefit: Sleight of Hand checks toconceal a Small weapon in a concealedstorage implant compartment

automatically succeed. In addition,these compartments are very hard todistinguish from a character’s normalbody, and require a Spot check DC 35in a search of a character so equipped.

Type: Internal.Hardness/Hitpoints: -/5. Base Purchase DC: 17.Restriction: Illegal (+4).

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Chapter 9: The Core Implant

Originally developed around 2085 byRising Suns scientists, the Core Implantrepresented a leap forward in medical

cybernetic technology. This brainimplant could monitor all of its host’svital functions, giving doctors real-timedata on a subject’s health. The earliestCore Implants could only be grafted to ahuman through long and expensivesurgical procedures, causing the RisingSuns government to limit Core Implanttechnology to high-ranking governmentand military personnel. At the same time,however, research-oriented corporationsin the Federated States were vigorouslydeveloping advanced nanotechnologyfor both medical and military purposes.When these corporations acquired CoreImplant technology from the Rising Sunsduring an information exchange in 2108,the modern Core Implant was born. By2160, nearly every human in the DarkHorizons universe received a civilianCore before reaching five years of age.

The basic Core Implant does not havemany benefits in and of itself, but itenables a character to receive Coreupgrades. Core upgrades can grantvarious special abilities; some may evenbe a necessary prerequisite for usingsome equipment, such as advancedpowered armor.

Core Implant technology resemblescybernetic technology in many ways, butit also incorporates advances in bothbiotechnology and nanotechnology.Because of this, Core Implanttechnology does not follow the rules forcybernetic attachments found in d20Future, although some available Coreupgrades are made to function inconjunction with cybernetic attachments.Note that Core Implants do not sufferfrom the same drawbacks as cyberneticattachments, such as electricityvulnerability, negative levels,susceptibility to attack, and massivedamage effects.

For a human character to gain thebenefits of Core Implant technology, hemust first acquire a basic Core Implant.

Once a character has a basic CoreImplant, he can have a maximum of fourupgrade implants at one time.

While Core implantation is lessinvasive than cybernetic grafting, it stilltakes time. A basic Core Implantrequires one week to assemble itselfonce administered, and a charactercannot implant any Core upgrades untilhis basic Core Implant has finishedassembling itself. Once the basic CoreImplant has been installed, Coreupgrades must be installed one at atime. Each Core upgrade takes 1d4days to install.

It is necessary for a character withfour Core upgrades implanted to removeone of these in order to replace it withanother. To do this, the character mustpurchase a Core scrubber. The Corescrubber is administered in the sameway as a Core Implant, but instead ofinstalling itself, the scrubber removesone Core upgrade (chosen prior toingestion or injection). It takes 1d4 daysfor the Core scrubber to remove thechosen upgrade. A Core scrubber has apurchase DC of 17.

Removing the basic Core Implant itselfrequires invasive brain surgery,requiring a Treat Injury check DC 35. Ifthis check fails by more than 10, thenthe character undergoing the surgerytakes 1d4 permanent Intelligencedamage. If the check fails by more than20, the character dies. If the operationsucceeds, the Core Implant is removed,along with all of its upgrades.

Basic Core Implant (PL 7)The basic Core Implant is a nanocolonymassing less than ten grams, which,once administered, travels through itshost’s blood stream to the brain near thefirst vertebra, where it assembles itself

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into the Core Implant structure. Theimplantation procedure is remarkablynon-invasive, often taking the form of apill or an injection.

Benefit:  The main benefit of the basicCore Implant is that it grants a human

character 4 slots into which Coreupgrades can be loaded. In addition, thebasic Core Implant includes a shepherdchip (see Chapter 3: Gear in d20Future).

Type: Internal.Requirements:   Human.Base Purchase DC: 15.Restriction: None.

Core Upgrades

 All of the Core upgrades describedbelow are Progress Level 7.

Fortification Core Upgrade A soldier who needs additional hit pointscan call upon the Fortification Coreupgrade produced by the CybellCorporation.

Benefit: When a character activatesthe Fortification Core upgrade, Core-controlled nanites throughout thecharacter’s body react to give the

character a temporary 5 + Con modifierboost in hit points for 1d6 rounds. Thisability can be used once per day.

Base Purchase DC: 17.Restriction: None.

 Ag il it y Core UpgradeThe Agility Core upgrade increases acharacter’s dexterity by bridgingsynapses in his nervous system withspecially designed nanites.

Benefit: When a character activates

the Agility Core upgrade, the bridgingactivity of the Core-controlled nanitesthroughout the character’s nervoussystem temporarily increases hisDexterity score 50% for 2d rounds. Thisability can be used once per day.

Base Purchase DC: 20.Restriction: None.

Cyber Maintenance Core UpgradeThis upgrade automatically repairsdamaged cybernetic attachments,causing them to regenerate hit pointsover time. 

Benefit: When a character with thisupgrade sustains damage to one of hiscybernetic attachments, his attachmentwill regain a number of hit points equalto 1 + the character’s Con modifier after8 hours of rest. Only one attachmentcan be healed in this manner at a time(the character can choose whichattachment to heal in this manner). Inaddition, the character does not sufferside effects related to cyberneticattachments due to massive damage

during or after this healing.Base Purchase DC: 20. Restriction: License (+2). 

Cyber Boost Core UpgradeThis Core upgrade negates the adverseeffects of having too many cyberneticattachments.

Benefit:  A character with thisupgrade adds 2 to his maximum numberof cybernetic attachments.

Base Purchase DC: 25. 

Restriction: Military (+3).

Cyber Emulation Core UpgradeThis upgrade imitates the effects of aparticular internal cyberneticenhancement.

Benefit: A character who acquires theCyber Emulation Core upgrade choosesone of the following cyberneticenhancements at purchase: anti-shockimplant, skill implant, stabilizer, voicestress analyzer, data archive, feat

implant, initiative implant, luminous skin,microcomputer, mindscreen implant,rage implant, targeting optics. Thecharacter gains the benefit of thatcybernetic enhancement, but theupgrade does not count against themaximum number of cyberneticattachments allowed to the characterand does not induce any cybernetic

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drawbacks normally related to thecybernetic enhancement selected. Notethat if the Progress Level of theemulated attachment is higher than thecharacter's Progress Level (see theIntroduction to d20 Future), the GM may

choose to restrict the availability of thatemulation upgrade.

Base Purchase DC: The purchaseDC equals the purchase DC of theemulated cybernetic enhancement + 5.

Restriction: The restriction of theupgrade is equal to the originalrestriction of the emulated enhancement.

Wireless Transceiver Core UpgradeThis upgrade allows a character to sendand receive short-range radio

communication, and to interfaceremotely with computer networks.

Benefit: A character with this upgradecan communicate with any othercharacter within one mile who has asimilar radio/communication device(such as this upgrade). A character withboth this upgrade and access to asatellite communication network cancommunicate with anyone else on thatnetwork. Finally, a character with thisupgrade can interface with any wireless

computer network within 100 feet,allowing him to make Computer Usechecks on those networks.

Base Purchase DC: 18. Restriction: License (+1).

Translator Core UpgradeThis upgrade connects to the visual andaudio centers of the brain, and helps thecharacter to understand unfamiliarlanguages.

Benefit: A character with this upgradegains a +2 bonus to Decipher Scriptchecks, and in addition understandsmost common languages he hears orreads (but is not, simply by virtue of theupgrade, able to write or speak those

languages). The Translator Coreupgrade does not allow a character tounderstand exotic languages (such asunknown alien languages) he hears orreads, but does still provide thecharacter with the Decipher Scriptbonus when dealing with suchlanguages.

Base Purchase DC: 20.Restriction: None.

Military Core Upgrade Mark I

This Core upgrade provides a suite ofbenefits for soldiers.

Benefit: The two primary features ofthis upgrade are External Interface CoreTechnology (EICT) and the battlefieldsurvival matrix. The Military CoreUpgrade Mark 1’s EICT enables acharacter with this upgrade to equipadvanced powered armor. Thebattlefield survival matrix of the MilitaryCore Upgrade Mark 1 can be activatedonce per day as a free action. When

activated, the matrix instantly heals 1d6hit points. After this initial healing, thecharacter then regenerates one hit pointper round for the next 10 rounds (oneminute). If a character activates thematrix before taking damage, he gains1d6 temporary hit points for 10 minutesinstead of healing. 

Base Purchase DC: 28.Restriction: Military (+3). 

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Chapter 10: Robotics

Tech DronesThe main addition to the field of roboticsin the Dark Horizons universe is the

Tech Drone, a semi-autonomous AIprogram housed in a small flying robotbody. Tech Drones can be used only bycharacters in the Encoder advancedclass. A Tech Drone is always at itsEncoder’s side, and is the means bywhich an Encoder runs his TechPrograms. A Tech Program run using aTech Drone requires the sameexpenditure of power, resources, andENC as a Tech Program run through afabricator (see Chapter 13: Fabricators

in this guide).Every Tech Drone contains a Smallfabricator, and has all the featuresdescribed in Chapter 13: Fabricators. Inaddition, every Tech Drone includes amodular sensory system capable ofcompiling detailed data under theguidance of an appropriate TechProgram. A Tech Drone’s frame is essentially a

small fabricator attached to a robot brainand a sensor system. Frames differ inthe capabilities of their fabricators andtheir sensor systems. All modular sensor systems used in

Tech Drone frames can run the samebasic Tech Programs. However, sensorsystems vary widely in range. Sensorsystems used in Tech Drones areextremely flexible, as each sensor in thesystem can be re-configured by theTech Drone’s nanites to meet the needsof specific Tech Programs.

While a Tech Drone’s hardware isuseful, its heart is software. A TechDrone’s AI is a learning program thatgrows more aware as its Encoderincreases in levels in that class. AnEncoder always keeps a backup of itsTech Drone’s AI program; if his TechDrone is destroyed, he can build it anew robot body into which he can loadthe backup.

Building Tech Drones While an Encoder who can afford it or

who lacks the Craft (mechanical) skill tobuild his own Tech Drone may purchaseone pre-built, it is much more commonfor an Encoder to build his own. A TechDrone is built in the same way in whicha non-heroic robot is built in d20 Future (Chapter 10: Robotics), except that thebuilder must use a Tech Drone framerather than one of the frames in thatchapter, and the drone must have aflight movement system installed (alongwith any other type or types ofmovement system desired). Tech Droneframes are available only in Small andTiny sizes. Any of the locomotors,manipulators, armor, sensors, skillsoftware, feat software, ability upgrades,or accessories described in Chapter 10:Robotics in d20 Future can be usedwhen building a Tech Drone.

The stats of a Tech Drone frame arebased on those of a robot frame ofsimilar size, with modifications specificto each model. In particular, droneshave modified ability scores andnumbers of extra hit points. In addition,the drone’s integrated fabricator andsensor systems both have their ownstats, including ENC bonus, sensorrange, and applicator range.

Sample Tech DronesFor help reading these descriptions, seeChapter 10: Robotics in d20 Future. 

Pest 17G Tech Drone (PL 7)The "Pest" 17G Tech Drone is preferredby Encoders who value stealth overbrute force. While this describes mostEncoders, this particular model is rarelyseen in the field. Whether this is due toshort supply or to the qualities of thedrone itself is a subject of much debate.

Purchase DC: 29.Restriction: Licensed (+1).

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 Pest 17G Tech Drone: CR 1/4; Tinyconstruct; HD 1/4d10+3; hp 4; Mas –;Init +2; Spd 20 ft. fly; Defense 21 (+3Dex, +2 size, +6 equipment), touch 15,flat-footed 18; BAB +0; Grap -3; Atk +1

melee (1 nonlethal bludgeoning), or +4ranged; FS 2.5 ft. by 2.5 ft.; Reach 0 ft.;SQ construct traits, Tech Drone traits;

 AL owner; SV Fort +0, Ref +3, Will +0; AP 0; Rep 0; Str 8, Dex 17, Con –, Int10, Wis 10, Cha 5.

Skills: Computer Use +8, Hide +11,Move Silently +11.

Feats: --. 

The Pest 17G Tech Drone has thefollowing systems and accessories:

Frame: Wasp M-2 Tech Drone Frame(Tiny). 

Locomotion: Graviton lens.Manipulators: Hand.  Armor: Resilium armor.Sensors: Class V sensor system. Skill Software: Computer Use skill

progit (8 ranks), Hide skill progit (8ranks), Move Silently skill progit (8ranks), Language chip (Japanese).

Feat Software: --. Ab il ity Upgrade: Dexterity upgrade

(+2)  Accessory: Vocalizer.Equipment: --.ENC Bonus: +10.Expanded Memory Slots: 3.Sensor Range: 40 feet. Appl icato r Range: 15 feet. 

Interceptor X1 Tech Drone (PL 7)The Interceptor X1 Tech Drone, built ona robot frame manufactured in theFederated States, is one of the most

common mass-produced Tech Drones.Several thousand Interceptors were

issued to Encoders employed by theFederated States Military during andafter the Martian Revolution. Thesetech-savvy soldiers served primarily ascommunications officers, but probablyspent more time assisting ENTs with

powered armor maintenance than doinganything else.

Purchase DC: 22.Restriction: Licensed (+1).

Interceptor X1: CR 1/2; Small-sizeconstruct; HD 1/2d10+4; hp 6; Mas --;Init +2; Spd 40 ft. fly (clumsy); Defense16 (+2 Dex, +1 size, +3 equipment),touch 13, flat-footed 14; BAB +0; Grp -1;

 Atk +1 melee (1d3 lethal, slashing), or+1 melee (1d3 nonlethal bludgeoning,

claws), or +3 ranged; FS 5 ft. by 5 ft.;Reach 5 ft.; SQ construct traits, TechDrone traits; AL owner; SV Fort +0, Ref+2, Will +0; AP +0; Rep +0; Str 10; Dex14; Con --; Int 10; Wis 10; Cha 5.

Skills: Computer Use +4, Repair +4.Feats: --.

The Interceptor X1 Tech Drone has thefollowing systems and accessories:

Frame: Federated States’ InterceptorTech Drone Frame (Small). 

Locomotion: Propeller (air).Manipulators: Claw.  Armor: Duraplastic armor.Sensors: Class III sensor system. Skill Software: Computer Use skill

chip (4 ranks), Repair skill chip (4 ranks).Feat Software: --. Ab il it y Upgrade: --.  Accessory:  AV transmitter.Equipment: --.ENC Bonus: +8.Expanded Memory Slots: 5.

Sensor Range: 40 feet. Appl icato r Range: 15 feet.

 

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Table 12-1: Tech Drone Frames

ModelBasePurch.DC

Base HDExtrahp

Str Dex Int Wis ChaENCBonus/Memory

SensorRange

 App . RangeInc.

Small 

Dragonfly M-1 16 1/2d10 +5 11 12 10 10 5 +10/3 30 ft. 10 ft.

Dragonfly M-2 20 1/2d10 +8 12 13 10 10 5 +12/4 40 ft. 15 ft.

FS Interceptor 18 1/2d10 +4 10 14 10 10 5 +8/5 40 ft. 15 ft.

EC Zaber 18 1/2d10 +8 14 10 10 10 5 +10/4 25 ft. 15 ft.

Tiny 

Wasp M-1 12 1/4d10 - 7 14 10 10 5 +8/2 30 ft. 10 ft.

Wasp M-2 16 1/4d10 +3 8 15 10 10 5 +10/3 40 ft. 15 ft.

RS I-Do 15 1/4d10 +3 7 16 10 10 5 +8/3 30 ft. 20 ft.

Infektor X-3 18 1/4d10 +5 8 14 10 10 5 +12/4 30 ft. 15 ft.

New Robotic ComponentsThe components described below arespecific to the Dark Horizons universecampaign setting.

Graviton Lens (PL 7) This component allows a robot to flyfairly well by projecting an energy fieldaround the robot that bends gravitons(much as an optical lens bends light).Because the power consumption of thisfield increases exponentially with mass,

it is effective only on robots of Medium-size or smaller.Base Speed: Fly 20 feet (good).

Purchase DC: One-half the basepurchase DC of the robot’s frame.

Landing Arm (PL 7) This manipulator was designed for aTiny or Small flying robot, to be used asa hand during flight and as a landinggear while at rest. When used as amanipulator, the landing arm functionslike a claw. When a flying robot with alanding arm is on the ground, it has aground speed of 10 feet.

Damage: Lethal slashing or non-lethalbludgeoning of 1d2 for Tiny robots and1d3 for Small robots.

Purchase DC: 12 + one quarter of thebase purchase DC of the robot's frame.

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Chapter 11: Vehicles

While some are no longer in commonusage, all of the vehicles found in thed20 Modern Roleplaying Game and d20

Future can be used in this campaignsetting; in addition, the Dark Horizonsuniverse offers the vehicles describedbelow.

The Graviton Flux Engine (PL 7)Like the internal combustion engine, theGraviton Flux Engine (GFE)revolutionized the world and foreverchanged the way mankind moved andworked. The GFE generates a columnof disturbed gravitons beneath above

which a vehicle can glide at incrediblespeeds, at distances from the groundranging from a few inches to well over amile. Vehicles powered by the GFE,deliver everything from cargo andpassengers to death and destructionwith unprecedented ease. After fightingit for centuries, mankind has finallyconquered gravity, courtesy of the GFE.

 Aerodyne Vehic les andEquipment

The Omnicar (PL 7) As space travel became common, it wasinevitable that someone would developa personal vehicle capable of travelingnot only across a planet, but alsothrough its atmosphere and even aboveit. The release of the Omnicar by

 Aerodyne Vehicles (one of the largestmanufacturers of the GFE) was one ofthe most significant breakthroughs intransportation since the conception ofthe automobile. Within five years of that

release, every major manufacturer hadits own version of the Omnicar.

The largest difference between theOmnicar and other hovervehicles is theOmnicar’s ability to leave a planet’satmosphere and enter orbit. Like otherhovervehicles, the Omnicar is restrictedto an altitude of 5,000 feet or less whiletraveling “on” a planet; however, with apermit from the planet’s orbiting station

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(which is generally quite expensive) anOmnicar is allowed to leave the planet’satmosphere. Once in space, thelimitations of both the GFE and theOmnicar’s onboard life support systemsmake the Omnicar capable of only short

flights (roughly the distance from theEarth to the Moon). The Omnicar takesup an area 2 squares wide and threesquares long.

Crew Pass. Cargo Maneuver

1 4 L +0

Defense Hard. Init. Top Speed

9 8 -2 320 (32)

Size hp Rest. Purch. DC

H 45 Lic (+1) 42

Omnicar Booster (PL 7)For Omnicar drivers wanting a little extraspeed, a booster (purchase DC 22) isreadily available. When activated, thebooster gives +60 to the Omnicar’s topspeed for 1 round. A booster can beused twice before it needs to berefueled. One fill-up of booster fuel hasa purchase DC of 17.

Vulcan (PL 7)Though the Omnicar was neverintended to have firepower andweapons are not sold with the car, somemore adventuresome drivers add their

own “offensive driving” capabilities,courtesy of a thriving black market. TheVulcan, a 5.56mm machinegun whichcan be mounted behind the grill of theOmnicar, is a popular choice for thispurpose.

Damage CriticalDamage

TypeRange

Increment

2d8 20 Ballistic 70 ft.

Rate ofFire

MagazinePurchase

DCRestrictions

S 30 18 Res (+2)

The Omnicar-G (PL 7)Soon after its release of the Omnicar,

 Aerodyne released a military version,known as the Omnicar-G (G forgunship), based on the successfuldesign of the original. The Omnicar-G

trades passenger capacity and speedfor light armor and the addition of a gunturret with a Rapier gun. The Omnicar-Gtakes up the same amount of space asthe civilian Omnicar.

Crew Passengers Cargo Init. Maneuver Top Speed

2 2 L -2 +0 280 (28)

Defense Hardness Hit Points Size Purchase DC Restriction

9 10 55 H 55 Mil (+3)

Damage Criti cal Damage Type Range Rate of Fire/ Magazine Purch. DC (ammo)

2d10 20 Ballistic 80 ft. A/60 box 22

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New Land Vehicles

 Abol isher II Main Batt le Tank (PL 7)Developed by Interstellar Arms (anindependent weapons manufacturer) the

 Abolisher is named after a tank used bythe Federated States in its war with theConfederation in 2160. The GFE-equipped Abolisher II is able to reach analtitude of 100 feet and can cross anyterrain, including open water. Itsprimary weapon is the Abolisher MainCannon; it also possesses one openweapon mount. The Abolisher IIoccupies an area 3 squares wide by 4squares long, and provides 100% coverto its occupants.

Ravage Fast Assault Vehicle (PL 7)Designed to get a small force of infantryin and out in a hurry, the Ravage is asmall, lightweight, all-terrain vehiclecapable of protecting its occupants aswell as delivering them quickly. Itsmaneuverability and speed make it theperfect special ops strike vehicle. TheRavage has two open weapon mounts,one centered in the back and one for thefront passenger. The Ravage occupiesan area 2 squares wide by 3 squares

long, and provides 25% cover to itsoccupants.

HK Striker (PL 7)This hunter/killer-style ground vehicle isdesigned to swiftly close in on a targetand attack with its single heavy particlebeam. It occupies an area 2 squareswide by 3 squares long, and provides50% cover to its occupants.

Osprey Hover-Bike (PL 7)

The Osprey hover-bike uses a singlegyroscopic wheel for ground travel, aswell as a compact version of the GFE(similar to that found in the Omnicar) forflight. Unlike the Omnicar, the Osprey isincapable of traveling outside theatmosphere. In addition, because of thethinning atmosphere, it cannot be used

above an altitude of about 100 feetunless its driver is wearing apressurized suit with an independent airsupply. It occupies an area 1 squarewide by 2 squares long, and provides25% cover to its occupant.

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Land Vehicle Accessories

Umbrella Defense System (PL 7)When the age of smart weaponsreached its pinnacle, these weaponscould be directed with precision to any

given square foot of space anywhere onEarth. Eventually, though, thedevelopment of smart weapons reacheda plateau, and weapons experts beganto design and deploy complexcomputer-controlled defense systemssuch as the Umbrella Defense System.Mounted on the back of a trailer orsimilar vehicle, the Umbrella is attachedto the end of a long mast that is raisedabove the particular area in need ofprotection. If the Umbrella’s computer

sensors detect an incoming projectile,an omni-directional prism at the top of

the mast fires a laser into the air,destroying the threat before it can reachthe ground. Characters standing within150 feet of the Umbrella defense systemare protected from all incoming non-energy projectile attacks, granting them

nine-tenths cover (for more detail oncover, see Chapter 5: Combat of thed20 Modern Roleplaying Game).

Hellfire Rockets (PL 7)Hellfire rockets are launched from asingle-use launcher system that can bemounted on any military land vehicle ofcrew size 3 or greater. Located in thehead of the Hellfire rocket is a nanitetracking system capable of locking ontotargets. A character using the Hellfire

rocket gains a +2 to his attack roll.

Table 10-2: Land Vehicles

Vehicle Crew Pass. Cargo Init. Man. Speed Def. Hard. hp SizePurch.

DCRest.

 Abolisher II 3 0 M -4 -3 175 (17) 6 20 80 G 55 Mil (+3)

Ravage 3 2 S -2 -2 200 (20) 8 5 30 H 34 Res (+2)

HK Striker 2 0 150 -1 -1 180 (18) 9 14 40 L 38 Mil (+3)

Osprey 1 0 0 1 1 320 (32) 10 5 20 M 28 Lic (+1)

Table 10-3: Land Vehicle Weapons

Weapon Damage Critical Dam. Type Range Rate ofFire

Mag. Size Weight Purch.DC

Rest.

 AbolisherCannon

12d12 20 Ballistic 120 ft. S 5 Int. Huge * * *

Hellfirerockets (5)

5d10 20 Fire 100 ft. S * Huge 150 22 Mil (+3)

 Table 10-4: Land Vehicle Ammunit ion  

 Ammunit ion Type (Quant it y) Purchase DC

 Abolisher Cannon Shell 20

 

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New Marine Vehicles

Lamprey (PL 7)In 2190, after an extensive review of theEastern Confederation’s DazhdbogProject, the Institute of Military Researchreleased the Lamprey, a submersiblefighter capable of traveling at 180 mphunderwater. The Confederation reliesheavily on the Lamprey to defend itscities on the Confederation planet

 Atlantis.By using a technique called super-

cavitation, the “subjet” vaporizes thewater at its nosecone, encasing the subin a bubble of air through which it then

“flies”. Though not very maneuverable,the Lamprey is unmatched in speedwhile submerged, making it virtuallyimpossible to hit.

The Lamprey carries a forward-facinglauncher which fires super-cavitatingSwordfish rockets (purchase DC 20 fora magazine). It is impervious to attackfrom any weapon or vehicle notdesigned for submersible combat. TheLamprey occupies an area 4 squareswide by 5 squares long, and provides75% cover to all its occupants.

Table 10-5: Marine Vehicles

Vehicle Crew Pass. Cargo Init. Man. Speed Def. Hard. hp SizePurch.

DCRest.

Lamprey 1 0 F -4 -4 180 (18) 10 8 65 G 60Mil(+3)

Table 10-6: Marine Vehicle Weapons

Weapon Damage CriticalDam.Type

RangeRate of

FireMag. Size Weight

Purch.DC

Rest.

Swordfish 4d12 20 Fire 150 ft. Single 10 Int. Huge * * *

New Air Vehicles

Condor Jet (PL 6)The Condor has a long reputation ofsafety and reliability. Though one of thefew remaining aircraft still limited tooperating only in an atmosphere, it isone of the top-selling civilian jets on themarket – a favorite of the wealthy ofboth Earth and Mars. The Condor takesup an area 20 squares wide (includingwings; fuselage occupies 2 squares) by26 squares long, and provides 75%coverage for passengers and 50%coverage for crew.

Raven Cargo Jet (PL 6)When large cargo must be movedacross a planet, the massive wings andsix engines of the Raven cargo jet areup to the challenge. The Raven’s cargocapacity is much higher than that of anyother jet available. The Raven takes upan area 40 squares wide (includingwings; fuselage occupies 3 squares) by50 squares long, and provides 50%coverage for crew.

Table 10-7: Air VehiclesName Crew Pass. Cargo Init. Man. Top Speed Def. Hard. hp Size Purch. DC Rest.

Condor 2 20 2,000 lb. -4 -4 1,500 (150) 6 5 55 G 50 Lic (+1)

Raven 4 0 250,000 lb. -4 -4 500 (50) 4 5 65 G 55 Lic (+1)

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Chapter 12: New Starships

The Federated States’ introduction in2068 of the Mustang fighter changed thescope of warfare. These new aerospace

fighters were capable of reachingescape velocity and of atmospheric re-entry, and they arrived at theirdestinations ready to fight. Though notas effective as their modern-daycounterparts, these early starshipspresented a new threat to targets on theground, in the air, and in space. By

2300, the starship was no longer just forfighting; in fact, it had become just asmuch a part of everyday life as the

airplane was during the 21st century.In addition to the starship subtypesfound in d20 Future, the new starshipsdescribed below are available for use inthe Dark Horizons universe. For moreinformation on starship basics and onreading these descriptions, see Chapter7: Starships in d20 Future.

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 Interceptor -class fighter (PL 7) Midpoint Aerospace Works’ basic fighterwas designed to be upgraded by thebuyer. This Interceptor -class fighter isfast and maneuverable in an

atmosphere, but really bares its fangs inspace. Two adrenaline drive thrustersare slung under the fuselage, whiledirect particle drives adorn each of thewingtips.

Type: Ultralight  Size: Huge (-2 size) 

Subtype: FighterTactical Speed: 4,500 ft. (9sq.)

Defense: 19 Length: 31 feet

Flat-footed Defense: 13

Weight: 32,000 lb.

 Autopilot Def ense:  6 Targeting System Bonus: +4

Hardness: 30 Crew: 1 (ace+12)

Hit Dice: 9d20 (180 hp) Passenger Capacity:  0

Initiative Modifier: +8 Cargo Capacity: 800 lb.

Pilot’s Class Bonus: +6 Grapple Modifier: +8

Pilot’s Dex Modifier: +6 Base Purchase DC: 50

Gunner’s Attack Bonus: +8/+3

Restriction : Military (+3)

 At tack:2 fire-linked shriek cannons (12d12)

and1 neutron gun (6d8)  At tack o f Opportun ity: None 

Design Specs:Engines: Direct particle drive,

thrusters  Armor:  Ablative Defense Systems: Improved damage

control (2d10), magnetic field Sensors: Achilles targeting system,

class VII sensor array Communications:

Mass transceiver  

Weapons: 2 fire-linked shriekcannons (range incr. 6,000 ft.), 1neutron gun (range incr. 5,000 ft.)

Grappling Systems: None 

Titan-class fighter (PL 7)Midpoint Aerospace Works’ Titan-classfighter is designed to deliver a cripplingblow to starships much larger than itself

 – not by engaging in direct combat

(larger starships are virtuallyinvulnerable to fighters themselves), butby delivering the new Titan anti-shipbomb at close range. While slower thanmost present-day fighters, the Titan-class fighter is ideal for getting in closeto launch the Titan.

Type: Ultralight  Size: Gargantuan (-4 size) 

Subtype: FighterTactical Speed: 4,000 ft. (8sq.)

Defense: 19 Length: 31 feet

Flat-footed Defense: 13

Weight: 32,000 lb.

 Autopilot Defense:  6Targeting System Bonus: +4

Hardness: 30 Crew: 1 (ace+12)

Hit Dice: 10d20 (200 hp) Passenger Capacity:  1

Initiative Modifier : +8 Cargo Capacity: 1,500 lb.

Pilot’s Class Bonus: +6 Grapple Modifier: +8

Pilot’s Dex Modifier: +6 Base Purchase DC: 55

Gunner’s Attack Bonus: +8/+3

Restriction:  Military (+3)

 At tack:  2 fire-linked plasma cannons (21d8)and

1 mass cannon (8d12) At tack of Oppor tuni ty :  None

Design Specs:Engines: Direct particle drive,

thrusters Armor:  NeutroniteDefense Systems: Improved damage

control (2d10), magnetic fieldSensors:

 Targeting system, class Vsensor arrayCommunications: Mass transceiverWeapons: 2 fire-linked plasma

cannons (range incr. 3,000 ft.), 1 masscannon (range incr. 5,000 ft.)

Grappling Systems: None

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 Nebula-class fighter (PL 7)27th-century space combat relies heavilyon sensors and computer systems. TheNebula-class fighter, heavily loaded with

 jamming devices and electronic counter-

measures, was designed to fight as partof a wing; its role is to disrupt moderncombat for its opponents. Any friendlyship within a 3,000-foot radius of theNebula-class fighter receives +2 to itsdefense (the Nebula does not receivethis bonus). 

Type: Ultralight  Size: Gargantuan (-4 size) 

Subtype: FighterTactical Speed: 3,500 ft. (9sq.)

Defense: 20 Length: 40 feet

Flat-footed Defense: 15

Weight: 40,000 lbs.

 Aut opilot Defense:  10Targeting System Bonus: +2

Hardness: 20 Crew: 2 (expert +8)

Hit Dice: 6d20 (120 hp) Passenger Capacity:  2

Initiative Modifier: +8 Cargo Capacity: 500 lbs.

Pilot’s Class Bonus: +7 Grapple Modifier: +8

Pilot’s Dex Modifier: +6 Base Purchase DC: 49

Gunner’s Attack Bonus: +2

Restriction:  Military (+3)

 At tack:1 shriek cannon (8d10) At tack o f Opportun ity: None 

Design SpecsEngines: Direct particle drive,

thrusters  Armor: Polymeric Defense Systems: Improved damage

control (2d10) Sensors: Class VII sensor array Communications: Mass transceiver  Weapons:

1 shriek cannon (rangeincr. 6,000 ft.)Grappling Systems: None

Hammerhead –class cruiser (PL 8) This cruiser is the most commonly-seenstarship in the galaxy. About 850 feetlong, relatively inexpensive, and fasterthan most other starships, the

Hammerhead-class cruiser is oftenperfect for independent parties justentering space.

Type: Mediumweight  Size: Colossal (-8 size) 

Subtype: cruiserTactical Speed: 4,500 ft.(9 sq.)

Defense: 7 Length: 850 feet

Flat-footed Defense: 5 Weight: 40,000 tons

 Autopilot Defense: 7Targeting System Bonus: +5

Hardness: 20 Crew: 150 (expert +8)

Hit Dice: 250d20 (5,000hp)

Passenger Capacity:  30

Initiative Modifier: +8Cargo Capacity: 1,500tons

Pilot’s Class Bonus: +5 Grapple Modifier: +16

Pilot’s Dex Modifier: +4 Base Purchase DC: 60

Gunner’s Attack Bonus: +4

Restriction:  Restricted(+2)

 At tack:Battery of 3 heavy maser cannons

(16d8) andbattery of 2 flak driver guns (8d10) 

 At tack of Oppor tuni ty : Point-defense system (3d12x10)

Design Specs:Engines: Mass driver engine, helium-

3 plasma drive Armor:  PolymericDefense Systems: 1 chaff launcher

(8 chaff bundles), 1 decoy dronelauncher (8 drones), improved autopilotsystem, improved damage control(4d10), point-defense system

Sensors: Class III sensor array,improved targeting system

Communications: Mass transceiverWeapons: Battery of 3 heavy maser

cannons (range incr. 8,000 ft.), batteryof 2 flak driver guns (range incr. 3,000 ft.)

Grappling Systems: Grapplers

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Leviathan-class battleship (PL 8) A staggering 1,500 feet long, theLeviathan-class battleship does justiceto its name. This starship is thebackbone of most military fleets in theDark Horizons universe.

Type: Heavy  Size: Colossal (-8 size) 

Subtype: LeviathanTactical Speed: 3,500 ft. (7sq.)

Defense: 7 Length:  1,500 feet

Flat-footed Defense: 5 Weight: 190,000 tons

 Aut opilot Defense:  7Targeting System Bonus: +3

Hardness: 30 Crew: 450 (expert +8)

Hit Dice: 550d20 (11,000hp)

Passenger Capacity: 120

Initiative Modifier: +4Cargo Capacity: 65,000tons

Pilot’s Class Bonus: +3 Grapple Modifier: +16

Pilot’s Dex Modifier: +2 Base Purchase DC: 76

Gunner’s Attack Bonus: +2

Restriction:  Military (+3)

 At tack:Battery of 5 mass cannons (8d12) andbattery of 5 maser cannons (12d8)

andflak driver gun (8d10)

 At tack o f Opportun ity:  Point-defense system (4d12x10)

Design Specs:Engines:  Mass driver engine,

thrusters Armor:  CerametalDefense Systems: 1 chaff launcher

(8 chaff bundles), 1 decoy dronelauncher (8 drones), improved autopilotsystem, improved damage control(5d10), point-defense system, magneticfield, sensor jammer

Sensors:  Class VII sensor array,

improved targeting systemCommunications: Mass transceiver,

drivesat comm arrayWeapons: Battery of 5 mass cannons

(range incr. 5,000 ft.), battery of 5 masercannons (range incr. 6,000 ft.), 1 flakdriver gun (range incr. 3,000 ft.)

Grappling Systems: Grapplers

Capital-class star carrier (PL 8)The Capital-class star carrier is thelargest ship every deployed in the DarkHorizons universe. Almost a quarter ofa mile long, a Capital-class star carrieris an impenetrable fortress in space.

Even a Leviathan-class battleship wouldrun from this mighty ship.

Type: Superheavy  Size: Colossal (-8 size) 

Subtype: CapitalTactical Speed: 3,500 ft.(7 sq.)

Defense: 11 Length:  2,500 feet

Flat-footed Defense: 7 Weight: 475,000 tons

 Aut opilot Defense: 7Targeting System Bonus: +5

Hardness: 40 Crew: 1,800 (expert +8)

Hit Dice: 1,300d20(26,000 hp)

Passenger Capacity:  500

Initiative Modifier: +6Cargo Capacity: 175,000tons

Pilot’s Class Bonus: +5 Grapple Modifier: +16

Pilot’s Dex Modifier: +4 Base Purchase DC: 82

Gunner’s Attack Bonus: +4

Restriction:  Military (+3)

 At tack:2 fire-linked flak driver guns (12d10)

andBattery of 4 heavy mass cannons

(10d12) andBattery of 4 heavy maser cannons

(16d8) andBattery of 2 starload missile launchers

(20d8) and4 fire-linked quantum cannons (28d8)

 At tack of Oppor tuni ty : Point-defense system (5d12x10)

Design Specs:Engines: Mass driver engine,

thrusters Armor:  Neutronite

Defense Systems: 1 chaff launcher(8 chaff bundles), 1 decoy dronelauncher (8 drones), improved autopilotsystem, improved damage control(6d10), point-defense system, magneticfield, repair drones, sensor jammer

Sensors: Class VIII sensor array,improved targeting system

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  Communications: Mass transceiver,drivesat comm array

Weapons: 2 fire-linked flak driverguns, 1 battery of 4 heavy masscannons (range incr. 6,000 ft.), 1 batteryof 4 heavy maser cannons (range incr.

8,000 ft.), 1 battery of 2 starload missilelaunchers (16 missiles), 4 fire-linkedquantum cannons (range incr. 6,000 ft.)

Grappling Systems: Grapplers

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New Starship EnginesIn addition to the starship engines foundin d20 Future, you can play with sixtypes of starship engine specific to theDark Horizons universe. For moreinformation on basic starship propulsion,see Chapter 7: Starships in d20 Future.

Helium-3 Plasma Drive (PL 6)The helium-3 plasma drive is anupgraded version of the fusion torchengine (see Chapter 7: Starships in d20Future). Helium-3, though harder toacquire than hydrogen, has a muchhigher rate of fusion, giving a starshipusing this fuel a higher mass-thrust ratio.Because of the enormous amount ofradiation expelled from the engine of astarship using this fuel, this drive cannever be used in an atmosphere. A shipthat uses the helium-3 plasma drive asits primary source of propulsion mustrefuel after either four battles or oneinterplanetary trip. Fuel for the helium-3plasma drive has a purchase DC of 25.

Minimum Ship Size: Colossal.Tactical Speed Bonus: +1,000 feet

(+2 squares).Purchase DC: 10 + one-half the base

purchase DC of the starship.

Mass Driver Engine (PL 7)Like the particle impulse engine, themass driver engine uses anelectromagnetic accelerator known as amass driver to propel reaction mass tohigh velocities and expel it for thrust.The mass driver engine uses cosmicmatter collected from space for its fuel.This is one of the two most commonly-used starship engines in the DarkHorizons universe.

Minimum Ship Size: Colossal.Tactical Speed Bonus: +1,500 feet

(+3 squares).Purchase DC: 10 + one-half the base

purchase DC of the starship.

Direct Partic le Drive (PL 7)The direct particle drive uses anelectromagnetic accelerator much likethat used in the mass driver engine, onlymuch smaller. The engine turns storedreaction mass into thrust by accelerating

its particles and expelling them throughvectored nozzles. Because the directparticle drive uses stored “fuel” forreaction mass and requires no oxygen,it is effective for either atmospheric orspace flights. However, when a starshipuses this drive within an atmosphere, itloses the tactical speed bonus grantedby the drive. A ship that uses the directparticle drive as its primary source ofpropulsion must refuel after either fivebattles or one interplanetary trip. Fuel

for the direct particle drive has apurchase DC of 27.

Minimum Ship Size: Gargantuan.Tactical Speed Bonus: +1000 feet

(+2 square).Purchase DC: 10 + one-half the base

purchase DC of the starship.

Graviton Flux Engine (PL 7)Designed for smaller starships that areintended only for short trips, the gravitonflux engine gets its name from the

fluctuations it creates in a gravitationalfield. The graviton flux engine cannotoperate in the absence of a relativelystrong gravitational field (such as thatnear a star or planet), but its technologyworks very well for shuttles andlaunches.

Minimum Ship Size: Large.Maximum Ship Size: Gargantuan.Tactical Speed Bonus: +0 feet.Purchase DC: 10 + one-half the base

purchase DC of the starship.

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Quantum Electrino Drive (QED) (PL 8)The quantum electrino drive, or QED, isone of the most commonly-usedstarship engines in the Dark Horizonsuniverse. The QED uses super-cooledhydrogen to begin a complex process

that moves a starship instantly from onepoint in space to another. (Moreinformation about this process can befound at the end of this section.)

In order for a starship to achieve asuccessful jump using the QED, theship’s destination must be mapped priorto the jump. Using the QED near asignificant mass (such as within a solarsystem) introduces uncertainty into thecomplex calculations that are needed toplan a jump, and the result of a risky

QED jump is randomly determined bythe GM.

The QED can be activated as a fullround action by spending 4 action points.

 After a jump, the ship cannot makeanother jump for 5 hours as the QEDcools down. After 5 jumps, the QEDmust be refueled (purchase DC 35).Because the QED does not create anythrust, a starship using this drive forlong-distance space travel must haveanother form of propulsion as well.

Minimum Ship Size: Colossal.Tactical Speed Bonus: +0 feet.Purchase DC: 15 + one-half the base

purchase DC of the starship.

Limi ted Void Drive (LVD) (PL 8)While the QED requires a fusionreaction too large for smaller starshipsto generate, Gargantuan starships canbe outfitted with the limited Void drive(LVD) for a similar effect. In place of theQED’s large proton-proton fusion

reactors, the LVD uses a specializedenergy storage system to create itsdisruption field. Each LVD is limited toone jump through the Void before itmust be recharged. Each recharge ofthe LVD has a purchase DC of 15.

Minimum Ship Size: Gargantuan.Tactical Speed Bonus: +0 feet.

Purchase DC: 10 + one-half the basepurchase DC of the starship.

The Science of the QED

The Kerwood Theory

Tara Kerwood, a well knownastrophysicist, published herrevolutionary theory in 2201. In thishistoric paper, she theorized that thefour dimensions of space and time – theframework upon which our perception ofreality is constructed – are held togetheronly by a very delicate balance betweenmass and energy, and that if thatbalance were to be disrupted, therelationships among those dimensionswould be altered. In the presence of

enough raw energy, she explained, thatbalance would be at least locally andtemporarily upset, causing therelationships among the four dimensions(and with them “reality” as we know it) todestabilize. This destabilization in thepresence of high energy levels is nowknown as the Kerwood Reaction.

She postulated further that the“location” of an object in three-dimensional space was merely afunction of the relationship between the

object’s mass signature field and theresting, or balanced, state of the fourdimensions against which weunderstand the concept of location, andthat an object’s mass signature field isfluid in the case that the four dimensionsof space and time are not in that restingstate.

Kerwood described an object with afluid mass signature as “in the Void” –that is, experiencing a state ofdisconnect from reality as we know it.

Project StribogIn 2247, scientists on the EasternConfederation’s Gaspra Outpost putKerwood’s ideas into practice. The endresult of Project Stribog, as they called it,was the quantum electrino drive, adevice that uses proton-proton fusion toproduce a massive field of energy

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surrounding a starship. At the sametime that this fusion triggers theKerwood Reaction, a computer withinthe drive activates a transponder whichalters the ship’s mass signature field.When the dimensions of space and time

relax to their resting state, the starshipre-emerges from the Void at a newlocation in three-dimensional space.The ship’s new location is a function ofthe specific manner in which the ship’smass signature field was altered.

 

The VoidWhile the QED has revolutionized spacetravel, little is known about what actuallytranspires when a starship enters andexits the Void. Because nothing existsin the Void, there is no concrete sensordata describing what happens. Oncethe balance between mass and energyhas been disrupted, an object can enterinto a realm that is not governed by the

rules of reality (for this reason, the Voidis better described as a “lack of reality”than as an actual location). The mostcommon hypothesis is that the Void is achaotic realm where the rules of physicsdo not apply. A more radical idea, held by members

of some fanatical groups, is that theVoid contains entities that do not fit into

our perception of reality. These groupsbelieve that traveling through the Void isat best dangerous and at worst evilbecause those things could manifest inour reality as a result of the disturbancethat allows an object to enter the Void.

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New Starship WeaponsIn addition to the starship weaponsfound in d20 Future, starships in theDark Horizons universe can use theweapons described in this section. Formore information on basic starshipweapons and their use in starships, seeChapter 7: Starships in d20 Future.

Cargo-Based Weapons DeliverySystem (PL 7)

 Aerospace fighters have provenineffective for inflicting serious damageon large starships. However, a fighter’ssmall size and maneuverability make itwell suited to anti-starship roles notinvolving direct combat. A fighter canbe re-purposed for anti-starship use bythe installation of a cargo-basedweapons delivery system in its cargohold. Once installed, the system canaccept a wide range of system-compatible weapons. In order to re-purpose a fighter in this way, it mustpossess enough free cargo space tohold the 500-lb delivery system alongwith the selected weapon (for example,a fighter with a 1,500-lb cargo capacitycan carry both the delivery system and a1,000 lb weapon).

Meteor Bombardment System (PL 7)When massive combat operationshappen planet-side, the firepower of astarship is often useless – or was, untilthe development of the meteorbombardment system (MBS). Oncedeployed, the MBS can be activated bypersonnel on the ground, meaning thatthe starship can leave to do battleelsewhere.

The deployment of the MBS is much

like that of mines in that it requires astarship to be equipped with a minelayer(see Chapter 7: Starships in d20 Future).

 An MBS is deployed, as a move action,in a 500-foot square in orbit of a planet.

 Activation of a deployed MBS, either bythe starship or by personnel on theground, is an attack action. When

activated, the MBS releases a longtungsten rod, or “arrow”, that is guidedtowards the target by onboard targetingsoftware. This software gives the MBS a+1 equipment bonus on attack rolls. Ona successful hit, the “arrow” deals 10d12

(65) points of ballistic damage to itstarget. Each MBS contains 4 “arrows”and has a Defense of 5, a hardness of10, and 40 hit points.

Titan Missi le (PL 7)Titan Weapon Systems’ Titan missilewas the first anti-ship “bomb”, designedto bring down large starships with onlyone or two hits. Once delivered to atarget starship, the Titan attaches itselfto the starship’s hull. Then a field

generator within the missile creates amagnetic field behind the missile’sproton fusion warhead, at which pointthe warhead is ignited. If the fieldgenerated by the missile is larger thanthe hardness of the starship, themissile’s entire damage is applied to thetarget. If the field is not larger than thestarship’s hardness, the damage to thestarship is reduced by half.

The Titan missile itself has nopropulsion system, which makes it

extremely inaccurate beyond 500 feet. 

Shriek Cannon (PL 6)This weapon is named for the shriekingsound made by the passage of tungstenstilettos through its barrel when it is fired.While the projectiles do not possessexplosive warheads, their high densityand extreme velocity can rip holesthrough the hulls of fighters.

Flak Driver Gun (PL 7)

The flak driver gun is an anti-fighterweapon for large starships. Using thesame technology as the rail gun (seeChapter 3: Gear in d20 Future), it firessmall tungsten rods at an extremely highrate. From the perspective of a fighterfacing the flak driver gun, the barrage oftungsten rods creates the illusion of awall of metal between fighter and gun.

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Other New StarshipEquipment

Mercury Satellite Grid (MSG) (PL 7)The Mercury satellite grid (MSG) was

designed to give colonists on newly-settled planets a sense of theirsurroundings. The MSG serves as botha secure communication system (with amaximum security level of +5) and asurveillance tool. Over time the systemhas come to be used not only as anexploration tool but also as a militarytool. The MSG is deployed from astarship in orbit as a move action. Thepresence of the MSG on a planet allowsanyone on that planet with the Mercury

satellite link to gain a +2 to Navigatechecks and +2 to Survival checks.Purchase DC: 38.

Mercury Satellite Link (PL 7)The Mercury satellite link (MSL) is usedin conjunction with the Mercury satellitegrid. A character in possession of theMSL on a planet with the MSG in orbitgains +2 to Navigate checks and +2 toSurvival checks. The MSL can also actas a GalPos Device (for more

information about the GPD, see Chapter3: Gear  in d20 Future).

Purchase DC: 14. 

Planetary Customs PermitThe constant flow of people and cargo

between Earth and Mars promptedMidpoint Station officials to claim controlof customs for both planets. In order forany ship to leave the atmosphere ofeither planet, it must have a PlanetaryCustoms Permit. Anyone attempting toleave a planet without the appropriatepermit is quickly picked up by PlanetaryCustoms.

Purchase DC: 28.

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Chapter 13: Fabricators 

In the Dark Horizons universe,fabricators are the tool of choice fortechnology-oriented classes (the ENT,

the Free Trader, and the Encoder,whose fabricator is integrated into hisTech Drone). Using a fabricator, amember of one of these classes cancreate useful items and effects.Fabricators use advancednanotechnology, and are considered PL7.

Fabricator Types A personal fabricator  is Small in sizeand usually carried like a side-arm. Infact, this tool often resembles a pistol ora bulky gauntlet. Early personalfabricators had a layout similar to that ofa field medic’s kit, but current modelsare more practical in design. Membersof the Tech classes usually carrypersonal fabricators. A “backpack” fabricator  is Medium-

size or Large in size, and is wornstrapped to a character’s back. Althoughmuch heavier (and therefore lessconvenient) than personal fabricators,“backpack” fabricators also have moreexpanded memory slots and largerresource receptacles, and are capableof manufacturing larger items. Theapplicator of a “backpack” fabricator isoften mounted at the end of anextension of some sort, so that acharacter can use the fabricator withoutremoving it.

Medium-size or Large fabricators thatare fixed in place called fabricatorappliances, while a mobile fabricator  isone that has been built onto a vehicle.The size of a mobile fabricator is onesize category smaller than that of thevehicle onto which it is mounted. Any fabricator between Large and

Colossal in size that is fixed in place isreferred to as a fabrication facility. Fabrication yards are Colossalstructures used to build huge machines,

and often serve as shipyards, either inplanetside seaports or in orbit, forbuilding spacecraft.

Fabricator Features  All fabricators share several features:

power bays, resource bays, deploymentbays, applicators (described in the nextsection), interfaces, memory (describedin a later section) and integratednanocomputers. A fabricator’s power bay accepts a

power source (such as a fuel cell), andits resource bay accepts any materialresources required by a Tech Program.(If a program requires rare or unusualresources, these resources are listed inthe program’s description).

The deployment bay of a fabricator iswhere the “magic” happens. Thedeployment bay makes up about onethird of a fabricator’s size, and its innerchamber houses the nanites carry out aTech Program’s directions. Thedeployment bay opens to give access toa completed solid object, and feeds acompleted fluid into an applicator. A fabricator is controlled via its

interface. Most portable fabricators havea manual interface (in addition to the

manual triggers and locks for loadingresources, opening the deployment bay,and firing the applicator nozzle). Acharacter with a wireless Core upgradecan equip his fabricator with a wirelessinterface. Both types of interface requirea screen unless the fabricator’s user hasa Core upgrade that can handle opticalinput. Most modern fabricators use atactile-holographic screen, althoughsome larger fabricators still use aphysical touch-screen interface.

 A fabricator’s integrated nano-computer  is built right into its memory.

 Appl icators  When a Tech Program produces acoating or some other fluid, that materialis applied with an applicator. Allfabricators have at least one applicator.On a smaller fabricator, the applicator is

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often a prominent nozzle, while largerfabricators can have applicators at theends of extendable robotic arms orarticulated hoses. An applicator has three primary

modes of operation: it can spray a fluid

in a particular direction or onto a surface,inject a fluid into a person or object, orapply a liquid or gel to a surface in acontrolled manner, as directed by aTech Program. A spray of fluid from an applicator is

cone-shaped; when a Tech Programcreates a spray of fluid, the programdescription includes the size of the cone(see Chapter 10: FX Abilities in the d20Modern Roleplaying Game for moredetail about the area covered by an

effect). The range increment of afabricator’s applicator describes thedistance a bolt or shot of material travelswhen fired from the fabricator’sdeployment bay.

The target of an injection from afabricator’s applicator must be withintouch range, and either willing or withrelatively exposed skin. A touch attackto inject a hostile target who iscompletely enclosed in a suit of heavyor powered armor has a 90% chance of

failure.When applying material to a surface, a

fabricator’s applicator actually extendstendrils of linked nanomachines alongwith a low power spray of the material tobe applied; the nanomachines guide thematerial into place. The fineness of thetendrils creates the illusion that materialis flowing into place on its own.

Fabricator Memory  A fabricator’s memory represents its

capacity to run Tech Programs, whichrun the basic functions of a fabricatorand enable it to create a wide variety ofeffects. Technically, fabricator memoryexists in both compressed andexpanded formats, but a fabricator’sMemory stat expresses only how muchexpanded memory it has, measured inslots. (A fabricator can store an

unlimited number of Tech Programs inits compressed memory, but onlyprograms loaded from compressedmemory into expanded memory can berun, meaning that the more expandedmemory slots a fabricator has, the more

programs it can run on the fly.) A character who wishes to load a

Tech Program during combat must loadthe program into an empty memory slot;deleting a loaded program from anoccupied expanded memory slot inorder to create space for a new programis a free action. For a character with awireless transceiver Core upgrade and acompatible wireless fabricator,beginning to load a program is a freeaction. However, beginning to load a

program into the expanded memory of afabricator with a manual interface is amove equivalent action (so long as themanual interface is within reach). 

Once the process of loading aprogram has begun, one round per levelof the specific Tech Program is requiredto complete the loading process. Thecharacter may take other actions oncethe program has begun loading,including running another Tech Programon the same fabricator (so long as that

program is already loaded intoexpanded memory). 

Resource Expenditure Three types of resources are expendedin the running of a Tech Program: power,raw resources, and a character’s ENC.Power and resources are limited only inextreme circumstances, so a character’sENC is most often the limiting resource(see next section).

Power is almost never scarce in a

setting at PL 5 or higher, and even whenit is, a fabricator can run for weeks on itsinternal power supply. A characterwithout access to a power supply canimprovise by scavenging power fromother devices or by attempting to makea chemical battery from scratch usingthe Craft (chemical) skill (see Chapter 2:Skills in the d20 Modern Roleplaying

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Game). To make a battery, a charactermust craft both an acid and a base. Abattery made with mild acid will power afabricator for one week; a battery madewith potent acid will allow 1d4 weeks ofuse; and a battery made with

concentrated acid will allow 2d4 weeksof use.

Material resources are limited only fora program which calls for a specificresource (with associated Wealth check)in its description. Otherwise, anythingthat can be crammed into a fabricator’sresource bay – from a pre-maderesource pack to a broken chair leg or afistful of rusty nails – can serve as rawmaterial for a Tech Program. Sincesome Tech Programs create usable

objects with finite power supplies, usersoften recycle fabricator-made objectsback into their fabricators after use.Virtually the only situation in which acharacter might run out of resources iswhile floating in empty space, at whichpoint resources are the least of hisworries.

Effective Nanite Charge Nanites (microscopic, self-reproducing,energy-metabolizing machines) housed

inside a fabricator are directed by TechPrograms to produce the fabricator’seffects. Nanites build objects by re-combining their own atoms into anystructure is required by a Tech Program.

This atomic building produces no by-products or waste, and consumes verylittle energy. However, many of thenanites themselves are lost during thefabrication process, and it takes time fora fabricator’s nanite population to re-establish itself between Tech Programs.

 A fabricator must be placed into sleepmode for its nanite population to returnto its original level. A character’s ability to run Tech

Programs is dependent on both thecharacter’s skill with a fabricator and thefabricator’s capabilities. Each fabricatorcontains a finite number of nanites tocreate effects, but a skilled character

(one with high class and IntelligenceENC bonuses) is better at conservingthese nanites. Conversely, a characterwithout a fabricator, or whosefabricator’s equipment ENC bonus hasbeen reduced to 0, cannot run Tech

Programs regardless of his skill. A character’s Effective Nanite Charge

(ENC) indicates how many programs hecan run before needing to replenish hisfabricator’s nanite reserves. Thisnumber is determined by adding theENC bonuses of all his fabricators(given in the description of eachfabricator) to his Intelligence ENC bonusand his class ENC bonus. The amountof a character’s ENC consumed by hisrunning a given Tech Program is

included in the program’s description. A fabricator set to sleep mode

replenishes its entire equipment ENCbonus in 8 hours, and takes one minuteto reactivate. If a fabricator in sleepmode is reactivated before 8 hours havepassed, it will have regenerated apercentage of its ENC equipment bonusproportional to the percentage of the fullreplenishment time it was asleep (25%after 2 hours, 50% after 4 hours, 75%after six hours).

 A character regenerates his class andintelligence ENC bonuses by resting for8 hours. A character who gets a full 8hours’ sleep and sets his fabricators tosleep mode during that time will wakewith a full complement of ENC.

Multiple Fabricators  A Tech-class character can copy all ofthe Tech Programs he owns to each ofhis fabricators. In addition, the ENCequipment bonus of each fabricator

owned by a character is added to hisclass and Intelligence ENC bonuses todetermine the character’s total ENCbonus, so a character can increase histotal ENC by acquiring more fabricators.

However, when running TechPrograms, a character uses up his classand Intelligence ENC bonuses first.That means that if he spends ENC using

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one fabricator, he does not get bonusesthe next time he uses a fabricator

Sample Fabricators

Fabricator StatisticsSize: Fabricators range from Small to

Colossal in size, depending on thefabricator’s function.

Expanded Memory Slots: A TechProgram must be loaded into anexpanded memory slot to be run.

ENC Bonus: This is the amount ofENC the fabricator adds to the totalENC of the character using thefabricator. Running Tech Programsexpends ENC.

Power Requirements: A fabricatorrequires a power source to run TechPrograms. This power source canrange from a small fuel cell to aconnection to a power grid or generator.

 Appl icato r Range:  A fabricator’sapplicator has a range increment, whichgoverns the distance a bolt of fabricatedsubstance (including grenades, rockets,or any projectile requiring a launcher)can be fired from a fabricator. A cone ofmaterial sprayed from the fabricator’sapplicator cannot travel further than the

distance indicated by one of theapplicator’s range increments, even ifthe range of the Tech Programcontrolling the fabricator is greater thanthis distance.

Purchase DC: The cost of a specificfabricator.

F-P1 FS Standard Issue Pistol-FabricatorThis fabricator is standard issue forFederated States ENTs working

Earthside. It has a pistol-style layout,with bright blue stripes along the barrelto distinguish it from a gun to helpprevent friendly fire. 

Size: Small.Expanded Memory Slots: 4.ENC Bonus: +10.Power Requirements: Small fuel cell.

 Appl icator Range: 20 ft.Purchase DC: 21.Weight: 3 lb. 

"Paladin" V3 Fabrication GauntletThe Paladin gets its name from the way

an ENT using this gauntlet-stylefabricator appears to be "laying onhands" while using it to heal injuries.The raw material storage and the controlapparatus are arranged around theforearm, while the applicator and thefabrication chamber are arrangedaround the hand. The Paladin’s weareractually creates the fabrication chamberby making a fist, and the object orsubstance being fabricated literallygrows in the palm of the wearer’s hand.

(This is handy when fabricating throwinggrenades.) 

Size: Small.Expanded Memory Slots: 6.ENC Bonus: +12.Power Requirements: Small fuel cell. Appl icator Range: 15 ft.Purchase DC: 24.Weight: 2 lb. 

Grunt Pack-FabricatorThis heavy-duty fabricator was designed

primarily for use on construction sites. Itconsists of a backpack and a hoseextension, which can retract completelyinto the pack for storage. The majority ofthe power and resource storage iscontained in the pack, and both theapplicator and deployment bay arelocated at the business end of the hose.This particular model is often used byFree Traders, because the extra weightis only a small burden in the low gravityenvironments in which they often trade.

Size: Medium-size.Expanded Memory Slots: 8.ENC Bonus: +18.Power Requirements: 2 small fuel

cells. Appl icator Range: 30 ft.Purchase DC: 29. Weight: 8 lb.

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Fabricator Accessories

Magnetic Launcher  When equipped to the deployment bay,this attachment turns a small fabricatorinto a projectile weapon capable of firingsmall grenades or metallic projectilesfabricated within the deployment bay.

Purchase DC: 15

Wireless Interface This upgrade allows a character with awireless transceiver Core upgrade tointerface wirelessly with his fabricator,allowing him to begin the loading of anew program as a free action.

Purchase DC: 18

ExMem BoosterThis attachment gives a fabricator extraexpanded memory slots.

Purchase DC: 25 per slot.

FastMem Clip System This feature allows a fabricator to storeexpanded memory slots as “clips”,granting its user fast access to separatesets of programs.

Purchase DC: 20 (FastMem clipreceptacle); 16 (1 clip with 5 slots).

ENC Backup Cartridge An ENC backup cartridge contains asingle slug of nanites that immediatelyrecharges a fabricator’s ENC equipmentbonus, so that a used-up fabricator canrun programs again without spending

any time in “sleep” mode. A fabricator’sENC bonus cannot be increased beyondits maximum by use of an ENC backup. 

Purchase DC: 22 (5-ENC capacity);24 (10-ENC capacity); 27 (20-ENCcapacity); 31 (50-ENC capacity).

Resource Pack This clip of raw material is loaded into afabricator’s resource bay. One resourcepack contains enough raw material aday of Tech Programs for its fabricator.

The material in the clip supplies atomsfor standard fabrication up to themaximum ENC expenditure for thefabricator, but cannot stand in for anyextra resources required by a TechProgram.

Purchase DC: 6

Fuel CellFuel cells power Small, Medium-size,and Large fabricators.

Purchase DC: 15 

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Chapter 14: Tech Programs

 Any sufficiently advanced technology isindistinguishable from magic. – from Hazards of Prophecy: The Failure of

Imagination by  Arthur C. Clarke 

While there is no magic in the DarkHorizons universe, the Tech classes(Emergency Nanotechs, Encoders, andFree Traders) in this setting can usetheir fabricators to run Tech Programs,the effects of which are similar to (butnot identical with) the effects of spells inother d20 games. This chapter beginswith a general description of how TechPrograms work, and contains detaileddescriptions of each Tech Program aswell.

How to Read a Tech ProgramDescriptionEach program description includes all ofthe relevant pieces of information in thissection.

Program NameThe name of the program. 

Category Tech Programs are divided into fivecategories:

Utility programs can be used by allTech classes (ENTs, Encoders, andFree Traders). As the name implies,these programs use a fabricator’sabilities for utilitarian purposes, creatinguseful devices and effects.

Mechanics programs are used byENTs to deal with various emergenciesthrough feats of engineering andchemistry.

Biomedical programs are used byENTs for the preparation and applicationof various medical treatments and otherorganic compounds.

Software programs are used byEncoders to control complicatedsoftware/hardware interfaces and createeffects.

Sensor  programs are used byEncoders to collect and interpret data.

Tech Level This line indicates the level of the TechProgram, as well as the Tech class orclasses able to run the program. 

Purchase DC The cost of a Tech Program.

RestrictionsSome programs are either unavailableon the open market or unavailable tounqualified buyers; any restrictions arenoted on this line.

Hardware Requirements The minimum hardware required to runa program (e.g., a fabricator of aparticular size, a Tech Drone, etc).

Run TimeThe amount of time needed to run aprogram Running a program can be amove action, an attack action, or a fullround action, or running the programcan take an amount of time measured inrounds, minutes, or hours. Someprograms that use a fabricator’sapplicator include the applicationprocess in the run time. Note that aprogram’s run time is distinct from theduration of its effects.

TargetSome programs have a specific targetor targets. Programs can be targetedonly at creatures or objects specified inthis line. A target must be visible ortangible to the runner (depending on theoperation of the program) andspecifically chosen as the program’starget. (For example, the binding shotprogram cannot be targeted genericallyat “the leader” of a group of robots,depending on the program to identifyand strike the leader; instead, the runner

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must identify and be able to see therobot that is the leader, and specify thatrobot as the program’s target.) However,the target need not be selected until theprogram has finished running.

If a program is run on an invalid target

(such as the smart cells program on atarget other than a living creature), theprogram has no effect.

EffectSome Tech Programs, instead ofaffecting a pre-existing target or an area,create a material result (an object, aliquid, or a gas) called an effect. If aprogram’s effect is a distributed from anapplicator, the area over which theeffect is distributed is described in the

same way that areas for spells aredescribed in Chapter 10: FX Abilities ofd20 Modern Roleplaying Game.

 Area Some Tech Programs affect an areainstead of targeting an object or creature. 

 Areas for Tech Programs follow thesame rules as areas for spells (seeChapter 10: FX Abilities in the d20Modern Roleplaying Game). Note thatwhen the area of a Tech Program is

cone-shaped, both the cone’s lengthand its width at its far end are equal tothe fabricator’s applicator range.

Duration   A Tech Program’s duration describesthe length of time over which the effectsof the program persist.

When the effect of a Tech Program isthe production of either an object or anymaterial substance, that object orsubstance continues to exist until and

unless it is destroyed by some separateevent. However, an object or substancemay lose effectiveness after a certainnumber or uses or after a certainamount of time. In this case, theduration describes the length of timeover which the object or substanceremains effective.

Saving ThrowThis line describes the the type of throw,if any, that a program’s target mustmake to avoid some or all of the effectof the program. For further details aboutthe mechanics and types of saving

throws, see Chapter 10: FX Abilities inthe d20 Modern Roleplaying Game; thesaving throw against a Tech Program isequal to 10 + the Tech Program level +the runner’s Int bonus.

ENC Cost This line indicates the amount ofEffective Nanite Charge that isconsumed by running the program.

Descriptive Text

This text describes the end result of asuccessfully run program.

Options and Upgrades Many Tech Programs allow the runnerto spend ENC above and beyond theprogram’s ENC cost to improve theeffects of the program. A runner canspend no more ENC in this way than 5 +the runner’s Int bonus + the runner’stotal Tech level (levels from multipleTech classes stack). Some Tech

Programs have multiple options andupgrades. When spending ENC onmore than one option or upgrade, themaximum ENC that can be spent iscalculated separately for each upgrade.In other words, a runner who can spend4 extra ENC on an upgrade can spend 4ENC on each upgrade available.

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Tech Program Descriptions(Alphabetical)

 Acid SprayUtility

Tech Level 2 (Enc, ENT, FT)Purchase DC: 14 Restrictions: Black marketHardware Requirements: Small

fabricatorRun Time: Attack action  Area: 60-ft. cone Duration: InstantaneousSaving Throw: Reflex halfENC Cost : 3

This program sprays a powerful acidfrom the fabricator’s applicator. Thespray deals 3d6 acid damage to anyunprotected creature in the affectedarea. 

Options and Upgrades: For every 2additional ENC spent, the damageincreases by 1d6 and the save DCincreases by 1.

 AI Control SystemSoftware

Tech Level 5 (Enc)Purchase DC: 15

Hardware Requirements: TechDrone

Run Time: 6 hoursTarget: 1 computer-controlled systemDuration: InstantaneousSaving Throw: NoneENC Cost : 9

This program creates an AI hardwaremodule that can be permanentlyconnected to any computer-controlledsystem. Creating the hardware takes

mere seconds with a fabricator; the hardpart is creating the AI, which must becustom-programmed to control thesystem the hardware is connected to.The 6-hour run time is spent writing this

 AI program, at the end of which time therunner must make a Computer Usecheck DC 28.

If the Computer Use check issuccessful, then the runner chooses asingle skill that the programmed AIhardware module can now emulate,making skill checks with a bonus equalto half the runner’s level. If the runner

has 10 or more ranks in the skill beemulated, he gains +2 bonus to theComputer Use check to program the AI.If the AI is being created to control somesort of gun emplacement, the AI has anattack bonus equal to 1/3 of the runner’slevel. AI Control Systems are usually

installed in starships to pilot, act asgunners, or otherwise fill the roles ofcrewmembers. They can also beinstalled in nearly all post-PL 5 vehicles

to make Drive or Pilot checks, as nearlyall vehicles after this Progress Levelhave an internal computer-controlleddrive system. The AI will respond toverbal commands from the runner, andcan be set to receive commands fromother users as well. The AI can interfacewith most communication devicesallowing it to be issued orders remotely.

If the runner wants to take directcontrol of the AI, he can direct his TechDrone to interface with it. The runner

can direct the AI to take an attack, move,or full round action that the AI’s skillenables it to take. This can be doneduring combat as a free action. The AIwill take the directed action directly afterthe runner’s turn. While the runner’sTech Drone is interfaced with an AI, itcannot take any other actions andcannot be used to run Tech Programs.

Options and Upgrades: The runnercan make an Improved AI ControlSystem by spending an additional 15

ENC and succeeding at a ComputerUse check DC 35 instead of theComputer Use check DC 28 requiredwhile running the basic program. AnImproved AI Control System can beprogrammed to emulate one additionalskill per 3 runner levels, and it gains anextra +1 bonus to Skill checks/attackrolls per 5 runner levels.

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  Ai r Fi lterBiomedical

Tech Level 1 (ENT)Purchase DC: 11Hardware Requirements: Small

fabricatorRun Time: Attack actionEffect: 1 air filter  Duration: Effective for 10

minutes/runner level ENC Cost: 1

This program creates a single air filterthat can be worn over the mouth andnose, protecting the wearer from allairborne poisons and similar effects.Wearing the filter grants a + 2 nanotech

bonus to all saves verse airbornepoisons, toxins, and similar effects.

Options and Upgrades: Everyadditional ENC spent will increase thenanotech bonus to saves againstairborne threats by 1 (maximum +5).

 Ai r GunUtility

Tech Level 2 (Enc, ENT, FT)Purchase DC: 12Hardware Requirements: Small

fabricatorRun Time: Attack action Area: 60-ft. coneDuration: Instantaneous Saving Throw: Fortitude partialENC Cost : 3

This program produces a large cone-shaped blast of air that snuffs out allfires sized Small or smaller in theaffected area. Any characters, creatures,or unfixed objects in the affected area

who fail (or cannot make) a Fortitudesave will be knocked down. Anycharacters in the affected area whomake a Fortitude save will be pushedback 10 feet. Any characters orcreatures who are immune to knockdown or knock back are unaffected bythis program. 

Options and Upgrades: When 2additional ENC units are spent, theprogram will push any characters orcreatures in the affected area who makea Fortitude save back an additional 10feet.

 Analyze CompoundSensor

Tech Level 1 (Enc)Purchase DC: 11Hardware Requirements: Tech

DroneRun Time: Attack actionENC Cost: 2

This program will analyze a substancewithin Tech Drone sensor range,

determine whether it is dangerous, andif so, fabricate a neutralizing compoundthat can be sprayed over the substanceto render it harmless.

 Analyze GearSensor

Tech Level 1 (Enc)Purchase DC: 11Hardware Requirements: Tech

DroneRun Time: Attack action

ENC Cost: 2

This program will identify and create adigital schematic of an object withinTech Drone sensor range, granting abonus to Repair checks on the object inthe amount of +2 plus 1 per runner level.

 Anti -VenomBiomedical

Tech Level 3 (ENT)Purchase DC: 13

Hardware Requirements: Smallfabricator

Run Time: Attack actionTarget: Poisoned creature Duration: InstantaneousENC Cost: 5

This program creates a compoundthat will neutralize the effects of any

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poison when injected into thebloodstream of a living target.

 AP RocketUtility

Tech Level 3 (Enc, ENT, FT)

Purchase DC: 13 Restrictions: Mil +3Hardware Requirements: Small

fabricatorRun Time: Attack action Area: 10-ft. burstDuration: InstantaneousSaving Throw: NoneENC Cost: 5

This program builds a small armor-piercing rocket (with a built-in single-use

launcher) that can be fired directly fromthe deployment bay of a small fabricator.

 After the rocket has been built, the usermakes a ranged attack to fire the rocket(this attack falls under PersonalFirearms Proficiency).

The rocket ignores 1 point of damagereduction per runner level and 5 pointsof hardness per runner level, dealing6d8 points of damage. The rangeincrement of the rocket is equal to thefabricator’s applicator range.

Options and Upgrades: Spending 1additional ENC unit increases thedamage die by one to a maximum of10d8. Spending 2 additional ENC unitsincreases the burst radius by 10 ft.Spending 2 additional ENC units allowsthe rocket to be fabricated as a swiftaction.

In addition, for every 2 additional ENCspent to achieve any of these options orupgrades, this Tech Program’s save DCincreases by 1. 

 Atomic EdgeMechanics

Tech Level 2 (ENT)Purchase DC: 13Restrictions: Mil +3Hardware Requirements: Small

fabricatorRun Time: Full-round action

Target: Edged weaponDuration: Effective for 5 attacks + 1

attack/runner level ENC Cost: 3

This program creates an atomic edge

on an edged weapon. This grants theweapon a +1 bonus to damage per 2runner levels (maximum of +5), andallows it to bypass up to 10 points ofhardness. After 5 attacks + 1 attack /runner level, the weapon’s edge will dullto its normal state.

Options and Upgrades: With every 4additional ENC units spent, the weaponis able to bypass another 5 points ofhardness.

 Atomic Wire TrapUtility

Tech Level 4 (Enc, ENT, FT)Purchase DC: 16Restrictions: Black marketHardware Requirements: Small

fabricatorRun Time: Attack actionEffect: Wires in a square area 10 ft. +

5 ft./2 runner levels on a side 

Duration: 10 hours + 1 hour/runnerlevel, or until broken 

Saving Throw: Reflex halfENC Cost: 7

This program creates a deadly trapconsisting of nearly invisible wires thatare atomically fine and razor sharp.These wires are typically stretchedtaught in doorways or between similarstanding structures. Anything thatattempts to pass through an AtomicWire Trap takes 5d6 + 1d6 per 2 runnerlevels slashing damage. Once a single

victim has passed through the wires, thewires snap and disintegrate. The wireswill also disintegrate after 10 hours + 1hour per runner level if they are notbroken.

Options and Upgrades: The runnercan spend 5 additional ENC units tocreate wires that will regenerate onetime after the trap is first triggered.

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Doing so makes the trap less effective,decreasing the damage by half.

 Auto RocketUtility

Tech Level 2 (Enc, ENT, FT)

Purchase DC: 14 Restrictions: Black marketHardware Requirements: Small

fabricator, rocket launcher (built in orseparate)

Run Time: Attack action Area: 10-ft. burstDuration: InstantaneousSaving Throw: NoneENC Cost: 3

This program builds a small dumb-fire

rocket (with a built-in single-uselauncher) that can be fired directly fromthe deployment bay of a small fabricator.

 After the rocket has been built, the usermakes a ranged attack to fire the rocket(this attack falls under PersonalFirearms Proficiency).

The rocket deals the runner’s choiceof thermal, fragmentation, electrical, orsonic damage in the amount of 3d8+1d8 per two runner levels. The rangeincrement of the rocket is equal to the

fabricator’s applicator range. Options and Upgrades: Spending 1

additional ENC unit increases thedamage die by one to a maximum of6d6. Spending 2 additional ENC unitsincreases the burst radius by 10 feet.Spending 2 additional ENC units allowsthe rocket to be fabricated as a swiftaction.

In addition, for every 2 additional ENCspent to achieve any of these options orupgrades, this Tech Program’s save DC

increases by 1.

Binding ShotUtility

Tech Level 1 (Enc, ENT, FT)Purchase DC: 11Hardware Requirements: Small

fabricatorRun Time: Attack action

Target: One creatureDuration: One hourSaving Throw: NoneENC Cost: 1

This program fires a bolt of fast-drying

glue at a target with a ranged touchattack. If the glue hits, the target loses 2points of Dexterity and must take a fullround action to clean it off. Multiple hitshave a cumulative effect until the targetis completely immobile, at which pointthe target is effectively paralyzed. Theglue will naturally dissolve after an hour.

Options and Upgrades: For every 2additional ENC units spent, the Dexteritypenalty is increased by 2.

Bio PlateBiomedical

Tech Level 5 (ENT)Purchase DC: 15Hardware Requirements: Small

fabricatorRun Time: Attack actionTarget: CreatureDuration: 1 hour/runner level ENC Cost: 9

This program injects several thousand

nanites under the skin of a friendly livingtarget creature. These nanites knittogether into temporary sub-dermalarmor plates, granting the targetcreature a natural armor bonus of 1d4for the program duration.

Options and Upgrades: For every 5additional ENC spent, the recipientgains an additional +1 natural armorbonus (maximum +5).

Body Booster

BiomedicalTech Level 3 (ENT)Purchase DC: 13Hardware Requirements: Small

fabricatorRun Time: Attack actionTarget: CreatureDuration: 1 hour/runner level ENC Cost: 5

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 This program injects into a living

creature a compound granting atemporary chemical bonus of +4 to oneof the following stats: Strength, Dexterity,or Constitution (chosen by the runner

before the program is run).Options and Upgrades: For every 2

additional ENC units spent, the runnercan choose one other physical stat toreceive the +4 bonus.

Bug DetectorSensor

Tech Level 5 (Enc)Purchase DC: 17 Restrictions: Black marketHardware Requirements: Tech

DroneRun Time: Attack action Area: Burst with radius equal to Tech

Drone’s sensor rangeDuration: InstantaneousSaving Throw: NoneENC Cost : 9 

This program allows the runner tolocate active surveillance hardwarewithin his Tech Drone’s sensor range.Once a bug or similar device is found, it

can be disabled by the runner at hisleisure.

Options and Upgrades: By spending9 additional ENC units, the runner canuse this program to create an effect: a“bug hunter” nanocolony that will detectsurveillance equipment in an area of 50square feet, defined when the programis run, for a number of days equal to therunner’s level. 

Caltrops

UtilityTech Level 1 (Enc, ENT, FT)Purchase DC: 11Hardware Requirements: Small

fabricatorRun Time: Attack actionEffect: Enough caltrops to effectively

booby-trap a circular area of radius 10 ft.+ 5 ft./2 runner levels 

Duration: Caltrops are effectiveindefinitely

Saving Throw: ReflexENC Cost: 1

This program creates metal caltrops to

booby-trap an area of ground or floor.Characters who move through thetrapped area must make a Reflex saveor suffer 1d4 + 1 per runner levelpiercing damage and move at halfmovement until the caltrops areremoved (removal is a full round action).If damage resistance prevents alldamage dealt by the caltrops the targetdoes not suffer the movement penalty.(For more information about theconsequences when a vehicle with tires

enters the trapped area, see the AvoidHazard section in Chapter 5: Combat inthe d20 Modern Roleplaying Game).

Options and Upgrades:  Spending 4additional ENC turns the caltrops frommetal to crysanium for the purpose ofdamage reduction.

Chemical FabricationUtility

Tech Level 2 (Enc, ENT, FT)Purchase DC: 12 

Hardware Requirements: Smallfabricator  

Run Time: See belowDuration: See belowENC Cost: 3

When using this program inconjunction with the Craft (chemical)skill, reduce the purchase DC by 2 andthe time spent making the check by ¼.This does not grant a bonus to the skillcheck, which must still be made as laid

out in the skill description. Whenfabricating a piece of equipment, thefabricator must be at least one sizecategory larger than the item beingcreated.

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Chemical TagSensor

Tech Level 1 (Enc)Purchase DC: 11Hardware Requirements: Small

fabricator

Run Time: Move actionEffect: Enough paint to tag one objectDuration: 5 hours + 1 hour/runner

level, or until brokenENC Cost: 2

This program creates a chemical paintwith a distinctive, easily detectedcomposition, perfect for “tagging” anobject for later identification. The paintcan be any color the runner chooses(the default color is bright red), and can

either be applied as a spray or fired in abolt from the applicator.

Comm BeaconUtility

Tech Level 3 (Enc, ENT, FT)Purchase DC: 13 Restrictions: Res +2Hardware Requirements: Small

fabricatorRun Time: Full-round actionEffect: 1 comm beacon

Duration: Effective for 1 weekENC Cost : 5

Running this program creates a globalpositioning beacon that can be found bysatellite. The beacon can broadcasteither a message (for example, an SOS)or an identification signal (for example, aflag for military targeting). The beaconitself is small, lightweight, and easilyhidden from plain sight whilebroadcasting (Computer Use check DC

25 from a ship or Spot check DC 30 willfind it). The beacon will function for oneweek before running out of power.

Options and Upgrades: For every 2additional ENC units spent, the beaconfunctions for 1 additional week.

Comm LaserUtility

Tech Level 1 (Enc, ENT, FT)Purchase DC: 11Hardware Requirements: Small

fabricator

Run Time: Attack actionDuration: Transmission is full round

actionSaving Throw: NoneENC Cost: 1

This program causes a fabricator toact as a laser guided by a system thattracks the homing signals used by mostlaser transceivers. The fabricator-laserrelays messages over a distance of upto 5,000 ft. + 500 ft. per runner level in

the runner's line of sight. Transmitting amessage in this way is a full roundaction and does not require any checksor an attack roll. If the runner targets areceiver that lacks a homing beacon, hemust succeed at a ranged touch attackon the receiver, which has a defense of10 +1 per 100 feet of distance betweenthe runner and the receiver.

The runner can transmit images, video,or any other form of electronic data withthe comm laser program. A single

message can include a terabyte ofinformation, so long as the message isready before the program is run. Ifinformation to be sent is located on apiece of hardware that is separate fromthe runner's fabricator, the runner canchoose to fabricate the appropriatehardware interface into the fabricator toallow that information to be transferred.If the runner needs to send only a briefmessage (100 words or less), he caninput the message directly through his

fabricator. The comm laser programcannot receive messages; it can onlysend them.

Options and Upgrades: With a fewadjustments the comm laser programcan be modified to become a damage-dealing laser weapon. If the runnerspends 1 additional ENC, the commlaser can deal 1d4 fire damage with a

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ranged touch attack to a target within100 ft. +10 ft./runner level, with nosaving throw possible. For everyadditional ENC unit the runner spends,the laser deals an additional 1d4 firedamage. 

Control Fractal Wall I Software

Tech Level 2 (Enc)Purchase DC: 11Hardware Requirements: Tech

DroneRun Time: Attack actionTarget: Fractal wallDuration: See belowENC Cost: 3

This program uses a magnetic field tomanipulate a pre-existing fractal wall tocreate a simple illusion, such as of awall or a silhouette of a human. Theillusion cannot fill more than fouradjacent five-foot squares or move fromthe original location of the fractal wall.The illusion will last as long as thefractal wall would originally havepersisted, plus an additional round perrunner level. See Tech Program: FractalWall. 

Control Fractal Wall II Software

Tech Level 4 (Enc)Purchase DC/Restrictions: 12Hardware Requirements: Tech

DroneRun Time: Attack actionTarget: Fractal wallDuration: See belowENC Cost: 7

This program uses a magnetic field tomanipulate a pre-existing fractal wall tocreate a complex illusion, such as ofcomplex machines and lifelike people.This program can control up to fivefractal walls for the purpose of creatingone large image. The illusion can moveaway from the original location of thefractal wall, pulling the wall with it. The

illusion will last as long as the fractalwall would originally have persisted,plus an additional two rounds per runnerlevel. See Tech Program: Fractal Wall. 

Data Base

SoftwareTech Level 1 (Enc) Purchase DC: 11Hardware Requirements: Tech

DroneRun Time: Attack actionTarget: CreatureDuration: 1 skill check or 10 minutes

+ 10 minutes/2 runner levelsENC Cost: 1

This program creates a set of nanites

that temporarily encodes an informationbank for one of the following skills,selected by the runner while running thisprogram: Knowledge (behavioralsciences), Knowledge (earth and lifesciences), Knowledge (history),Knowledge (physical sciences),Knowledge (technology), SpeakLanguage. When these nanites areinjected into a friendly target, they attachthemselves to the brain, granting a +5competence bonus to the chosen skill or

the chosen language. Once theduration of the Data Base has expired,the nanites dissolve harmlessly into therecipient’s body.

Data ReaderSensor

Tech Level 2 (Enc)Purchase DC: 11Hardware Requirements: Small

fabricatorRun Time: Attack action

Effect: 1 data reader deviceDuration: 1 week + 1 day/runner levelENC Cost: 3

This program creates a smallhandheld device called a reader thatcan be used to read the data stored inany kind of data storage device,

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including the marks created by theprogram Mark.

The reader does not require a physicallink to a data storage device to read thedata stored therein, but it does need tobe within a few inches of the storage

device. The reader cannot decrypt dataunless it has a decryption key, and if thedata is in computer code, the GM mayrequire the runner to succeed at aComputer Use check in order tounderstand the data. The reader hasenough internal power to function forone week plus one day per runner level.

Data TapSoftware

Tech Level 1 (Enc)

Purchase DC: 13 Restrictions: Black marketHardware Requirements: Tech

DroneRun Time: Attack actionTarget: One computer or one robotDuration: 1 round/2 runner levels 

Saving Throw: Will negatesENC Cost: 3

This program can be used to stealdata from a computer or robot. The

runner’s Tech Drone must make aranged touch attack to latch on to atarget for the purpose of delivering aslug of data-stealing nanites to thetarget. For every round the nanites areactive, they transmit one day of thetarget’s memory to the runner’s TechDrone. All data is transmitted exactly asit appears in the memory of the target.

Demolitions ChargeMechanics

Tech Level 3 (ENT)Purchase DC: 13 Restrictions: Mil +3Hardware Requirements: Small

fabricatorRun Time: Full-round actionEffect: Explosive device with 20–ft.

burst areaDuration: See below

Saving Throw: Reflex halfENC Cost: 5

This program creates a powerfulchemical explosive device. During therun time, the runner determines the

amount of time before the chargedetonates; this time cannot be longerthan 1 hour/2 runner levels. When theexplosive detonates, it cuts its target’shardness in half before damage is dealt.When the charge detonates, theexplosion first cuts in half the hardnessof any objects and/or creatures in theaffected area, then deals 6d6 points ofconcussion damage to those objectsand/or creatures. The demolitions skillcan be used with this explosive after the

program has been run. Options and Upgrades: For every 2

additional ENC units spent, the damagedealt by the charge increases by 1d6.

Det CordUtility

Tech Level 2 (Enc, ENT, FT)Purchase DC: 12 Restrictions: Res +2Hardware Requirements: Small

fabricator

Run Time: Attack actionEffect: 50 ft. of det cordDuration: InstantaneousENC Cost: 3

This program creates 50 feet of detcord (see Chapter 4: Equipment in thed20 Modern Roleplaying Game for moredetails about the operation of det cord).The program uses the fabricator as aremote detonator.

Options and Upgrades: For 2

additional ENC units, the runner canincrease the det cord’s damage by 2d6.

Diamond WeaveMechanics

Tech Level 2 (ENT)Purchase DC: 12Hardware Requirements: Small

fabricator

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  Run Time: 10 minutesTarget: Article of clothingDuration: 2 hoursENC Cost: 3

This program is used to temporarily

modify an article of clothing that doesnot already grant its wearer a Defensebonus or damage reduction. The articleof clothing must cover at least 50% ofthe wearer’s body and be worth aWealth DC of 15, and must be removedbefore being modified. This programweaves a high-density carbon thread ofnanites into the clothing, granting adefense bonus of +1/3 runner levels.Once the duration has expired, thethreads dissolve, leaving the clothing in

its original condition.Options and Upgrades: For each

additional ENC unit spent, the effect willlast for one additional hour.

Digital SightUtility

Tech Level 3 (Enc, ENT, FT)Purchase DC: 13 Restrictions: Mil +3 Hardware Requirements: Small

fabricator, ranged weapon, HUD or

scopeRun Time: Attack actionTarget: One creature or object. Duration: 1 minute/runner level Saving Throw: NoneENC Cost: 5

This program creates a small nanitedrone to “paint” a target. The dronecalculates trajectory (accounting forwinds) and relays this information backto the runner’s HUD or scope. The

program allows the runner to ignore anyrange penalty up to the maximum rangeof the weapon being used, but a fullround action is necessary to set up theshot. The drone can paint only onetarget, and it cannot be destroyed bynormal means because of itsmicroscopic size. After a length of time

equal to 1 minute per runner level, thedrone ceases to function. 

Options and Upgrades: For every 2additional ENC units spent, add 1 to theattack roll.

Electrical DampenerUtility

Tech Level 3 (Enc, ENT, FT)Purchase DC: 15 Restrictions: Black marketHardware Requirements: Small

fabricatorRun Time: Attack actionTarget: One electronic deviceDuration: 1 round + 1 round/runner

level Saving Throw: None

ENC Cost: 5

This program creates a small devicethat temporarily stops the flow ofelectrons in a target to which it is affixed.When used in combat, a touch attack isrequired to affix the dampener. Anythingunder the effect of an electricaldampener loses all powered functionswhile the dampener is active.

Options and Upgrades: For 3additional ENC units, the dampener can

affect every electronic device within a20-foot radius.

Electronic CountermeasuresSoftware

Tech Level 5 (Enc)Purchase DC: 15Hardware Requirements: Small

fabricator, Tech DroneRun Time: Attack action Area: Burst with radius of 50 ft. + 50

ft./runner level 

Duration: 1 round/runner level Saving Throw: None

ENC Cost: 9

This program causes the runner’sTech Drone to emit a burst ofelectromagnetic energy that scramblesall targeting systems within theprogram’s area, negating any attack

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bonus granted by a targeting system forthe program’s duration.

Options and Upgrades: Spending 10additional ENC units allows the runnerto negate the targeting systems ofspecific targets instead of those of all

systems within range. When using thisability, the runner can target onecreature or object with a targetingsystem per two runner levels, as long asthose targets are within the area of theprogram.

Electronics FabricationUtility

Tech Level 2 (Enc, ENT, FT)Purchase DC: 12Hardware Requirements: See below

Run Time: See belowENC Cost: 3

When using this program inconjunction with the Craft (electronic)skill, reduce the purchase DC by 2 andthe time spent making the check by ¼.This does not grant a bonus to the skillcheck, which must still be made as laidout in the skill description. Whenfabricating a piece of equipment, thefabricator must be at least one size

category larger than the item beingcreated.

Emergency AirBiomedical

Tech Level 1 (ENT)Purchase DC: 11Hardware Requirements: Small

fabricatorRun Time: Attack actionEffect: 1 breathing mask with 10

minutes of breathable air

Duration: Effective for 10 minutesENC Cost : 1

This program creates a breathingmask containing 10 minutes ofbreathable air.

Options and Upgrades: For every 2additional ENC spent, the runner cancreate one additional mask.

Emergency BoatMechanics

Tech Level 2 (ENT)Purchase DC: 12Hardware Requirements: Small

fabricatorRun Time: Attack actionEffect: 1 emergency boatDuration: Effective for a single use of

up to 1 dayENC Cost: 3

This program creates an inflatableboat that can carry two Medium-sizecreatures or up to 500 lbs. The boat canbe inflated only once; it will remaininflated for one day, has a speed of 40

feet in liquid water, and has 20 hit points.It is propelled by millions of microscopicfins placed along its underside, and hasa simple control panel.

Options and Upgrades: When 2additional ENC units are spent, the boatis able to stay inflated for one more day.

Emergency ShelterMechanics

Tech Level 1 (ENT) Purchase DC: 11

Hardware Requirements: Smallfabricator

Run Time: Full-round actionEffect: 1 emergency shelter  Duration: Effective for a single use of

up to 1 day/runner levelENC Cost: 1

This program creates a small plasticcube that inflates into an insulated tentlarge enough to shelter Medium-sizecharacter. This temporary shelter can be

anchored to the ground and will keepthe occupant warm enough to survive intemperatures as low 30 degrees belowfreezing (Celsius). The shelter providesno protection against extremely hottemperatures. The shelter can protectits occupant for 1 day per runner levelonce it has been inflated; after that timeit provides no further protection. 

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 EncryptionSoftware

Tech Level 1 (Enc)Purchase DC: 11Hardware Requirements: Tech

DroneRun Time: Attack actionTarget: Data storage deviceDuration: InstantaneousSaving Throw: See belowENC Cost: 1

This program encrypts the data on anydata storage device, rendering itunreadable to anyone but the runner,who can run this program a second time(for free) to decrypt the data. Any

character may attempt to read theencrypted data with a Computer Usecheck, with the DC equal to 15 + runnerlevel.

Options and Upgrades: For every 2additional ENC units spent, theComputer Use check DC increases by 1(maximum +5).

Enriched FuelUtility

Tech Level 4 (Enc, ENT, FT)

Purchase DC: 14Hardware Requirements: Small

fabricatorRun Time: Attack actionTarget: Vehicle or starshipDuration: Effective for 10 minutes + 1

minute/runner level ENC Cost : 7

This program injects a slug of nanitesinto the fuel supply of a vehicle, , orstarship. The nanites remove impurities

from the fuel and create customenzymes that allow the fuel to releasemore energy. A vehicle using EnrichedFuel can move at up to double its usualmaximum speed for the duration of theprogram. Note that vehicles that usesome form of exotic propulsion or thatdo not use a chemical or electrical fuelsupply cannot gain the benefits of this

program, and powered armors gain onlya 25% speed boost from this program.

Options and Upgrades: Every 5additional ENC units spent increasesthe program’s duration by one minute(maximum +10 minutes).

Fabricate ToolsMechanics

Tech Level1 (ENT)Purchase DC: 11Hardware Requirements: Small

fabricatorRun Time: 1 minuteEffect: 1 set of toolsENC Cost: 1

This program directs a fabricator to

build a set of tools usable for any skillcheck that requires such tools. Use ofthis program negates the –2 improvisedtool penalty. The tools can be used byanyone with the appropriate skill.

Options and Upgrades: By spending4 additional ENC units, the runner cancreate master work tools, which grant a+2 equipment bonus to a skill checkmade with those tools.

Fast Bandage

BiomedicalTech Level 1 (ENT)Purchase DC: 11Hardware Requirements: Small

fabricatorRun Time: Attack actionRange: TouchEffect: 1 bandage Duration: Instantaneous ENC Cost: 1 

This program directs a fabricator to

create a single sterile bandage that willeffectively stop bleeding, granting a +2bonus to a single Treat Injury checkmade using the bandage.

Options and Upgrades: For every 2additional ENC units spent, the TreatInjury check bonus increases by 1(maximum +5).

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Flame SuppressantMechanics

Tech Level 1 (ENT)Purchase DC: 11Hardware Requirements: Small

fabricator

Run Time: Attack actionTarget or Area: Burning character or

burst with radius of 5 ft. + 5 ft./2 runnerlevels 

Duration: Instantaneous ENC Cost: 1 

This program sprays a flame-retardantfoam through a fabricator’s applicator.This foam snuffs out 10 points of firedamage per runner level before theprogram must be run again. The

suppressant can also be sprayed on atarget character who is on fire as acombat action.

Options and Upgrades: For everyadditional ENC unit spent, theabsorbency of the foam increases by 10points.

FlareUtility

Tech Level 2 (Enc, ENT, FT)Purchase DC: 12 

Restrictions: Mil +3Hardware Requirements: Small

fabricatorRun Time: Attack actionEffect: 1 flare with burst area with 20-

ft. radiusDuration: See belowSaving Throw: ReflexENC Cost: 3

This program launches a utility flarefrom the deployment bay of a fabricator.

The flare is a ball of tightly-packedphosphorus powder surrounding a flashigniter. The flare can either burn for 10rounds, illuminating 100 of clearillumination and 100 of shadowyillumination for 10 rounds, or explode torelease a burning cloud of phosphorouspowder. The type of flare (illuminating or

burning cloud) is chosen when theprogram is run.

If the flare is used to create a fire, thenat a distance (within the fabricator’sapplicator range) from the deploymentbay designated by the runner, the ball

explodes, covering with powdereveryone within the burst area who failsa Reflex save. The explosion of powderis immediately followed by the flash fromthe igniter, which ignites all the powderwithin the burst radius. After ignition, theburning phosphorous powder causes4d6 points plus 1d6 points per round offire damage for 1 round plus 1 round perrunner level. The fire can be put out withan extinguisher or with any TechProgram made to fight fires.

Flotation DeviceUtility

Tech Level 1 (Enc, ENT, FT)Purchase DC: 11Hardware Requirements: Small

fabricatorRun Time: Attack actionEffect: 1 flotation device Duration: Effective for a single use of

up to 1 dayENC Cost: 1

This program directs a fabricator tobuild one single-use inflatable flotationdevice that will keep one Medium-sizecharacter or up to 350 lbs afloat in liquidwater for 24 hours.

Options and Upgrades: With every 2additional ENC spent, the device cancarry one of the following: one additionalMedium-size creature, one creature ofthe next-largest size in place of theoriginal creature, or an additional 150

lbs of weight.

Fractal WallUtility

Tech Level 3 (Enc, ENT, FT)Purchase DC: 13Hardware Requirements: Small

fabricatorRun Time: Attack action

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  Effect: Fractal wall with dimensionsdescribed below

Duration: 1 round/2 runner levels 

ENC Cost : 5

This program creates an opaque wall

of tiny, magnetized, reflective particlesin front of or around the runner (runner’schoice) that gives the runner 90%concealment from anyone outside thewall. The height of the wall is 20 ft ; alinear wall can be up to 20 ft long perrunner level, and a circular wall canhave a radius of up to 5 feet per runnerlevel. A character passing through thewall receives an electrical surge causing5d6 points of electrical damage.

Gecko FeetUtility

Tech Level 4 (Enc, ENT, FT)Purchase DC: 14Hardware Requirements: Small

fabricatorRun Time: Attack actionTarget: CreatureDuration: Effective for 1 hour/runner

level ENC Cost : 7

This program directs a fabricator tocreate a smart molecular adhesive,which is applied through the fabricator’sapplicator to the feet of a target livingcreature. The adhesive allows itswearer to walk up sheer surfaces withease. The recipient gains a climb speedof 15 feet and becomes immune to thenegative effects associated with zerogravity and low gravity.

Options and Upgrades: Every 5additional ENC spent on this program

allows the runner to target an additionalliving creature. Spending 2 additionalENC (per target) increases the durationof the program by one hour.

Genetic CosmeticsBiomedical

Tech Level 2 (ENT)Purchase DC: 12

Hardware Requirements: Smallfabricator

Run Time: Full-round actionTarget: Humanoid creatureDuration: 1 hour/2 runner levels 

ENC Cost: 3

This program alters the appearance ofa living target. Using a genetic samplecollected from the target (for example, askin cell), the runner creates a minorrecombinant virus that can change haircolor, eye color, complexion, or evenfacial structure to a small extent. Thisvirus is then injected into the target(which requires a touch attack if thetarget is hostile).

This program is mostly used for

recreational purposes, but can also beused to grant a bonus of 5 + 1 perrunner level to a Disguise check. 

Geo LocatorSensor

Tech Level 3 (Enc)Purchase DC: 11Hardware Requirements: Tech

DroneRun Time: 5 minutes

Effect: 1 electronic map

ENC Cost: 5

This program identifies the runner’slocation on a planet’s surface, andprovides an electronic map of the areawithin a ten-mile radius.

GliderMechanics

Tech Level 3 (ENT)Purchase DC: 13Hardware Requirements: Small

fabricatorRun Time: Attack actionEffect: 1 glider  Duration: Effective for 1 hour + 1

hour/runner levelENC Cost: 5

This program creates an air-light gliderthat unfolds from a 3x3 inch square.

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This glider can carry one character, withhis gear, in an atmosphere and landsafely. While gliding, a character has afly speed of 40 feet (clumsy). Eachminute, the glider descends 5 feet plus 5feet for every 100 pounds the glider is

carrying. Updrafts will cause the gliderto gain an amount of altitude determinedby the GM.

Options and Upgrades: For 2additional ENC, the program can be runas a free action.

Glow PaintUtility

Tech Level 1 (Enc, ENT, FT)Purchase DC: 11Hardware Requirements: Small

fabricatorRun Time: Full-round action (area) or

attack action (targeted) Target or Area: One creature or one

object, or 40-ft.-radius burst Duration: InstantaneousSaving Throw: Reflex ENC Cost: 1

This program sprays glowing paintover an area or onto a target,illuminating the area or target until the

paint is cleaned off. Glow paint is oftenused to illuminate asteroid miningoperations. A character covered in glowpaint suffers a –5 penalty to Hidechecks, and loses any concealmentbonus that is not conferred by cover.Clothing that has been covered in glowpaint must be thoroughly cleaned tonegate these effects.

Options and Upgrades: For every 2additional ENC spent, the Reflex saveDC increases by 1. Also, spending 2

additional ENC units will increase theradius of an illuminated area by 10 feet

Graft ArmorMechanics

Tech Level 1 (ENT)Purchase DC: 11 Restrictions: Mil +3

Hardware Requirements: Smallfabricator

Run Time: Attack actionTarget: Construct, machine, or suit of

armorDuration: See below

ENC Cost: 1

This program uses a fabricator’sapplicator to graft damage-absorbingarmor plates onto a target. A singlearmor graft grants 1d8 temporary hitpoints to the target. A target may havemultiple armor grafts depending on itssize as follows: Small – one graft,Medium-size – 2 grafts, Large – 3 grafts,and so on. For every armor graft applied,a target gains a –1 armor penalty (due

to the bulk of the new plates) and a +1equipment bonus to Defense. The armorpenalties last until the graft’s temporaryhit points are used up. 

Grappling HookUtility

Tech Level 3 (Enc, ENT, FT)Purchase DC: 13Hardware Requirements: Small

fabricatorRun Time: Attack action

Target: One object or one creatureDuration: Effective for  1

minute/runner level ENC Cost: 5

This program directs a fabricator tobuild and launch a grappling hook thatuses nanites to affix itself onto anysurface it hits with a successful rangedattack. The hook will lose its grip on thesurface when the program’s durationexpires. The hook is attached to a 100-

foot polymer cable that can support 300pounds. A successfully attachedgrappling hook grants a +10 bonus toClimb checks using the hook.

The runner can also use this programto make a ranged touch attack on acharacter. If the hook hits a living target,it deals 4d4 points of piercing damage.

 As a standard action, the runner can

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  This program builds a small laser ontoany line-of-sight ranged weapon.

 Affixing the sight grants a +2 equipmentbonus to any attack roll made with themodified weapon within two of its rangeincrements. After two hours, the sight’s

integrated power supply is depleted andthe sight will no longer function.

Options and Upgrades: Spending 2additional ENC units increases thedistance over which the equipmentbonus granted by the sight applies toany number of range increments.

Lie DetectorSensor

Tech Level 3 (Enc)Purchase DC: 11

Hardware Requirements: Smallfabricator

Run Time: Attack actionEffect: 1 lie detector deviceDuration: A number of days equal to

runner levelENC Cost: 5

This program creates a smallhandheld device that monitors stresslevels in the voice of a living target.Using the lie detector gives the runner a

+10 bonus to both Resist Bluff checksand Sense Motive checks whenspeaking to targets. The lie detector willfunction for a number of days equal torunner level.

LockUtility

Tech Level 1 (Enc, ENT, FT)Purchase DC: 11Hardware Requirements: Small

fabricator

Run Time: Attack actionTarget: ObjectDuration: InstantaneousENC Cost : 1

This program creates a simplemechanical lock – either a combinationlock or a key lock (the program createsthe key as well) – for a target object.

 Attempts to disable this lock have a DCof 10 + runner level + runner’s Intmodifier.

Options and Upgrades: Spending 2additional ENC units will add a chemicaltrap causing 1d6 points acid damage to

the lock. The Search DC and DisableDevice DC are both equal to 10 + runnerlevel + runner’s Int modifier. For everyadditional ENC unit spent, the damageincreases by 1d6.

Spending 2 additional ENC units willadd either an audible or a silent alarm tothe lock (chosen when the program isrun). An audible alarm has a range of200 ft while a silent alarm has a range of100 ft. Every additional ENC unit spentadds 100 feet to the range of either an

audible or a silent alarm.Spending 2 additional ENC units will

cause the program to reconfigure a pre-installed lock of equivalent build.

In addition, for every 2 additional ENCspent to achieve any of these options orupgrades, the program’s save DCincreases by 1.

MarkSoftware

Tech Level 1 (Enc)

Purchase DC: 11Hardware Requirements: Tech

DroneRun Time: Attack actionDuration: Instantaneous ENC Cost: 1

This program prints a visible personalmark on any surface and embeds amoderately long message (severalthousand words, images, etc.) into theimage on a molecular level. This

message does not fade away over time,and can be read by any Tech Drone orby anyone with an optical data-readingdevice (such as the reader created bythe Data Reader program).

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Mechanical RegenerationMechanics

Tech Level 5 (ENT)Purchase DC: 15Hardware Requirements: Small

fabricator

Run Time: Attack actionTarget: Construct, machine, or objectDuration: 5 hours or until nanites are

consumedENC Cost : 9

This program creates a slug ofnanomachines that is sprayed onto orinjected into a target. The nanites willrepair the machine for 4 hit points perround until they have repaired 20 hitpoints + 4 hit points per runner level (at

which point they are fully consumed). Any remaining nanites will remaindormant in the target for up to 5 hours.They will continue to repair the machineas it takes damage during that time, untilthey have repaired up to 20 hit points +4 hit points per runner level.

Options and Upgrades: Spending 2additional ENC units will cause thenanites to repair 8 hit points per round.

Mechanical Fabrication

UtilityTech Level 2 (Enc, ENT, FT)Purchase DC: 12Hardware Requirements: See belowRun Time: See belowENC Cost : 3 

When using this program inconjunction with the Craft (mechanical)skill, reduce the purchase DC by 2 andthe time spent making the check by ¼.This does not grant a bonus to the skill

check, which must still be made as laidout in the skill description. Whenfabricating a piece of equipment, thefabricator must be at least one sizecategory larger than the item beingcreated.

Mental BoosterBiomedical

Tech Level 3 (ENT)Purchase DC: 13Hardware Requirements: Small

fabricatorRun Time: Attack actionTarget: Creature

Duration: 1 hour/runner level 

ENC Cost: 5

This program injects into a livingcreature a compound granting atemporary chemical bonus of +4 to oneof the following stats: Intelligence,Wisdom or Charisma (chosen by therunner before the program is run).

Options and Upgrades: For every 2additional ENC units spent, the runnercan choose one other mental stat to

receive the +4 bonus. 

Messenger DroneUtility

Tech Level 2 (Enc, ENT, FT)Purchase DC: 12Hardware Requirements: Small

fabricatorRun Time: Attack actionEffect: One messenger drone 

Duration: 1 hour/runner level ENC Cost: 3

This program creates a small flyingrobot (with a fly speed of 80 (good))programmed to deliver an audiomessage to a specific individual. If therobot is unable to reach its target, it willsend the runner a failure signal anddisintegrate. The robot will alsodisintegrate after successfully relayingits message. The drone has a Defenseof 18, 10 hit points, and hardness 5.

Options and Upgrades: When 4

additional ENC units are spent, themessenger robot can travel anydistance within a planet’s atmosphere.

Micro-fusion CellMechanics

Tech Level 5 (ENT)Purchase DC: 17 Restrictions: Black market

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  Hardware Requirements: Smallfabricator. Io Thermal Induction Coil(see below)

Run Time: 12 hoursTarget: One piece of equipment that

requires electrical power

Duration: InstantaneousENC Cost : 9

This program creates a custom micro-fusion cell that is built permanently intothe object for which it has beenfabricated. This may requiredisassembly of the target object. Thispowerful energy cell is typically used onweapons that use power cells asammunition or on light vehicles that runon chemical fuels or electrical power. A

weapon using a micro-fusion cell has aquadrupled ammunition capacity, butcannot be reloaded. Instead, it mustenter a cool-down period that lasts for24 hours. At the end of that time, itsammunition supply is replenished. Avehicle using a micro-fusion cell will runfor a year before it requires refueling ata special station. Micro-fusion cellsprovide enough power only for vehiclesof the size category Huge or smaller.

Micro-fusion cells run on hydrogen,

which has a negligible cost becausehydrogen can be obtained from ordinarywater. However, creating a micro-fusioncell requires a rare and expensivecomponent called an Io ThermalInduction Coil (purchase DC 30, Mil +3).Without this component, a micro-fusioncell is a micro-fusion bomb. Beforerunning this program, the runner mustsomehow acquire this component, and anew coil must be found every time thisprogram is run.

Options and Upgrades: If the runnerspends 25 additional ENC units and oneadditional Io Thermal Induction Coil, hecan integrate an Io heat-sink into themicro-fusion cell, reducing its cool-downtime to 12 hours.

Nanoscale Repair IMechanics

Tech Level 1 (ENT)Purchase DC: 11Hardware Requirements: Small

fabricatorRun Time: Attack actionTarget: Object

Duration: InstantaneousENC Cost: 1

This program uses a fabricator’sapplicator to repair a machine or objectby rebuilding material lost to damage.The target is repaired for 1d8 points ofdamage + 1 point per runner level(maximum +5).

Nanoscale Repair IIMechanics

Tech Level 2 (ENT)Purchase DC: 12Hardware Requirements: Small

fabricatorRun Time: Attack actionTarget: ObjectDuration: InstantaneousENC Cost: 3 

This program operates in the sameway as Nanoscale Repair I, except thatit repairs 2d8 points of damage + 1 point

per runner level (maximum +10).

Nanoscale Repair IIIMechanics

Tech Level 3 (ENT) Purchase DC: 13Hardware Requirements: Small

fabricatorRun Time: Attack actionTarget: ObjectDuration: InstantaneousENC Cost: 5 

This program operates in the sameway as Nanoscale Repair I, except thatit repairs 3d8 points of damage + 1 pointper runner level (maximum +15). 

Nanoscale Repair IVMechanics

Tech Level 4 (ENT) 

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  Purchase DC: 14Hardware Requirements: Small

fabricatorRun Time: Attack actionTarget: ObjectDuration: Instantaneous

ENC Cost: 7 

This program operates in the sameway as Nanoscale Repair I, except thatit repairs 4d8 points of damage + 1 pointper runner level (maximum +20). 

Nanosurgery IBiomedical

Tech Level 1 (ENT)Purchase DC: 11Hardware Requirements: Small

fabricatorRun Time: Attack actionTarget: CreatureDuration: InstantaneousENC Cost: 1

This program uses a fabricator’sinjector to heal the wounds of a livingcreature by rebuilding tissue at anatomic level. The target is healed for1d8 points of damage + 1 point / runnerlevel. (maximum +5).

Nanosurgery IIBiomedical

Tech Level 2 (ENT)Purchase DC: 12Hardware Requirements: Small

fabricatorRun Time: Attack actionTarget: CreatureDuration: InstantaneousENC Cost: 3 

This program operates in the sameway as Nanosurgery I, except that itheals 2d8 points of damage + 1 pointper runner level (maximum +10). 

Nanosurgery IIIBiomedical

Tech Level 3 (ENT) 

Purchase DC: 13Hardware Requirements: Small

fabricatorRun Time: Attack actionTarget: CreatureDuration: Instantaneous

ENC Cost: 5 

This program operates in the sameway as Nanosurgery I, except that itrepairs 3d8 points of damage + 1 pointper runner level (maximum +15). 

Nanosurgery IVBiomedical

Tech Level 4 (ENT) Purchase DC: 14Hardware Requirements: Small

fabricatorRun Time: Attack actionTarget: CreatureDuration: InstantaneousENC Cost: 7 

This program operates in the sameway as Nanosurgery I, except that itrepairs 4d8 points of damage + 1 pointper runner level (maximum +20).

Nerve Toxin

BiomedicalTech Level 3 (ENT)Purchase DC: 15 Restrictions: Black marketHardware Requirements: Small

fabricatorRun Time: Attack actionTarget: CreatureDuration: 1d4 rounds Saving Throw: Fortitude ENC Cost: 5 

This program creates a powerfulpoison that attacks a target’s muscles,making the target weak and clumsy. Therunner must succeed at a melee attackto inject the poison into a living target(this is considered an armed attack).Upon injection, the target must make aFortitude save or receive 1d6 points oftemporary Strength damage. After one

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minute, the target must make a secondFortitude save or receive 1d6 points oftemporary Dexterity damage.

Options and Upgrades: Spending 4additional ENC units increases the

potential damage to both strength anddexterity to 2d6.

Night-Vision EyeSensor

Tech Level 3 (Enc)Purchase DC: 11Hardware Requirements: Small

fabricatorRun Time: Attack actionEffect: 1 sensorDuration: 1 hour/runner level

ENC Cost: 5

This program creates a remote sensorthat is identical to that created by theRoving Eye program, except that it hasdarkvision out to a range of 60 feet.

Nutrient RationBiomedical

Tech Level 1 (ENT)Purchase DC: 11Hardware Requirements: Small

fabricatorRun Time: Attack actionEffect: 1 nutrient rationDuration: 1 days’ worth of nutritionENC Cost: 1

This program creates an ediblenutrient bar that will sustain one livingcharacter for one day. The nutrient baris not a replacement for drinking water,however.

Options and Upgrades: For every

additional ENC unit spent, an additionalnutrient bar is created.

Optical ShieldBiomedical

Tech Level 1 (ENT)Purchase: 11Hardware Requirements: Small

fabricator

Run Time: Attack actionTarget: Creature (with living optics)Duration: 1 dayENC Cost: 1

This program provides a target with

temporary corneal lenses that willprotect a character from any blindingeffect.

Options and Upgrades: Spending 2additional ENC units gives the lensesthe ability to provide the wearer with lowlight vision. Spending 4 additional ENCunits gives the lenses the ability toprovide the wearer with darkvision out toa range of 60 feet.

Peace Tie

MechanicsTech Level 1 (ENT)Purchase DC: 11Hardware Requirements: Small

fabricatorRun Time: Attack actionTarget: One weaponDuration: InstantaneousENC Cost: 1

This program places a physical lockon a weapon, either by blocking its

trigger mechanism or by locking theweapons into its sheath. (Weapons thatdo not have these or similar attributescannot be peace tied.) The peace tie ismade of an impact-resistant polymerwith a hardness of 1 and 5 hit points.This program also creates a key tounlock the peace tie; multiple peace tiescan be set to the same key. Breaking apeace tie releases a bright red dyemarking both the weapon and thecharacter who breaks the tie. The peace

tie functions until it is removed ordestroyed.

Peace ties are most often used inenclosed communities such as spacestations, allowing visitors to keep theirweapons but limiting their ability to usethem.

Options and Upgrades: Every 2additional ENC points spent add 1 to the

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peace tie’s hardness and 5 to its hitpoints.

Pharmaceutical FabricationUtility

Tech Level 2 (Enc, ENT, FT)

Purchase DC: 12Hardware Requirements: Small

fabricatorRun Time: See belowDuration: See belowENC Cost: 3

When using this program inconjunction with the Craft(pharmaceutical) skill, reduce thepurchase DC by 2 and the time spentmaking the check by ¼. This does not

grant a bonus to the skill check, whichmust still be made as laid out in the skilldescription. When fabricating a piece ofequipment, the fabricator must be atleast one size category larger than theitem being created.

Plastic SealantMechanics

Tech Level 1 (ENT)Purchase DC: 11Hardware Requirements: Small

fabricatorRun Time: Attack actionEffect: Enough plastic sealant to coat

a surface up to 5 ft. + 5 ft./2 runnerlevels square, applied directly to asurface

Duration: Effective for 1 hour/runnerlevel 

ENC Cost: 1

This program creates a plasticcompound that can be used to form a

temporary airtight seal (useful inpreventing air leaks in spacecraft orspace habitats, closing off vents, etc.).

 After 1 hour per runner level, thecompound ceases to remain airtight. 

Pocket TranslatorSoftware

Tech Level 3 (Enc)

Purchase DC: 12Hardware Requirements: Small

fabricatorRun Time: Attack actionEffect: 1 translator deviceDuration: A number of days equal to

runner levelENC Cost: 5

This program creates a small hand-held translator with audio input andoutput. When running this program, therunner designates two languagesbetween which the translator willtranslate when it is active. The translatorcan be programmed only with knownlanguages, including most languagescurrently in use across the world. The

translator has enough internal power tofunction for a number of days equal torunner level.

Probability AnalysisSensor

Tech Level 4 (Enc)Purchase DC: 11Hardware Requirements: Tech

DroneRun Time: 10 minutesENC Cost: 7

This program predicts theconsequences of a specific action.When running the program, the runnermust describe the action fully and enterall relevant data. The program has a50% chance of predicting the outcomeof the action accurately, plus 10% pertwo runner levels.

Program ModuleUtility

Tech Level 4 (Enc, ENT, FT)Purchase DC: 12Hardware Requirements: Small

fabricatorRun Time: Attack actionEffect: 1 program module deviceDuration: 1 day ENC Cost: 7 + ENC cost of program

loaded into module

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 Running this program creates a

program module: a handheld device thatcan run a single program that creates ausable item. Any character can activatea program module, but the module can

run only the program chosen whenProgram Module was run.

To run Program Module, the runnermust spend the ENC required by theprogram loaded into the module as wellas the ENC cost for Program Moduleitself. The program loaded into themodule must be in the program library ofthe runner of Program Module. After 1day plus 1 day per runner level, theprogram module will cease to function.

Proximity DetectorSensor

Tech Level 1 (Enc)Purchase DC: 11Hardware Requirements: Small

fabricatorRun Time: Attack actionEffect: 1 proximity detectorDuration: See belowENC Cost: 2

This program creates a small optical

sensor that can be placed in anylocation. Deploying the sensor does notrequire any skill check and is an attackaction. The sensor persists untildestroyed. As long as the runner iswithin 100 feet of the sensor, it will notifyhim via a wireless communication relayif anything passes within 20 feet of thesensor.

Proximity MineUtility

Tech Level 2 (Enc, ENT, FT)Purchase DC: 12 Restrictions: Mil +3 Hardware Requirements: Small

fabricatorRun Time: Attack actionEffect: 1 proximity mine that explodes

in a burst with a 15-ft. radiusDuration: See below

Saving Throw: ReflexENC Cost: 3

This program creates a smallproximity mine that, once deployed, willdetonate when anything Medium-size or

larger moves within 10 feet of the mine.Deploying the mine does not require anyskill check and is an attack action. Themine will adhere to most surfaces. Themine will become active two roundsafter it is deployed. When it detonates,the mine deals 1d8 concussive damageto targets within its burst area.

Options and Upgrades: For every 2additional ENC units spent, the damagecaused increases by 1d8 and the DCincreases by 1.

PyroUtility

Tech Level 3 (Enc, ENT, FT)Purchase DC: 15 Restrictions: Black marketHardware Requirements: Small

fabricatorRun Time: Attack action Area or Target : Cone (area Pyro) or

one creature (targeted Pyro)Duration: Instantaneous (area Pyro)

or 1 round/2 runner levels (targetedPyro) 

Saving Throw: Reflex halfENC Cost: 5

 Area Pyro: This program can be usedto spray magnesium sparks over acone-shaped area (length equal to thefabricator’s applicator range) . Anycreatures in the affected area who fail aReflex save for half receive 5d6 pointsof fire damage.

Targeted Pyro: Pyro can also target asingle creature using a ranged touchattack, which when successful causes5d6 points of fire damage immediatelyand 2d6 points of fire damage for theduration of the run time.

Options and Upgrades: Every 2additional ENC units spent, add anadditional 3d6 to the primary damage for

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  ENC Cost: 3

This program creates a flying remoteoptical sensor that sends videoinformation from an area 100’ in front ofthe sensor back to the fabricator. The

sensor’s movements can be controlledthrough the fabricator’s interface as longas the sensor is within 100 feet of thefabricator. The sensor has a fly speed of20 (poor) and 5 hit points. Due to itssmall size, it has a Defense bonus of +2.The sensor will function for one hour perrunner level.

Scan DisruptorSoftware

Tech Level 5 (Enc)

Purchase DC: 15Hardware Requirements: Small

fabricator, Tech DroneRun Time: Attack action Area: Burst with radius of 25 ft. + 5

ft./runner level Duration: 10 minutes/runner levelSaving Throw: NoneENC Cost : 9

This program interferes with thecorrect operation of any sensors that

attempt to scan an object within the areaof the program for the program’sduration. The DC of any Computer Usecheck made to operate sensorstargeting an object obscured by thisprogram suffers a penalty equal to 10 +half the runner’s level.

Options and Upgrades: Every 5additional ENC spent increases theprogram’s radius by 5 feet. 

Sedative

BiomedicalTech Level 2 (ENT)Purchase DC: 12Hardware Requirements: Small

fabricatorRun Time: Attack actionTarget or Effect: Creature touched or  

10-ft.-radius cloud

Duration: One minute/runner level(for injection) or 1 round/runner level(cloud) 

Saving Throw: Will negatesENC Cost: 3

Sedative Injection: This programinjects a sedative into a hostile livingtarget as the result of a successful amelee attack (this is an armed attack). Ifthe attack hits, the target will fall asleepfor 1d4 rounds unless the target makesa Will save to negate.

Sedative Cloud: This program makesan area attack by launching from thefabricator’s bay a small plastic pellet thatbursts open to release a sedative cloudover the program’s area.

Options and Upgrades: For every 2additional ENC spent, the save DCincreases by 1.

Sensor SweepSensor

Tech Level 2 (Enc)Purchase DC: 11Hardware Requirements: Tech

DroneRun Time: Attack actionDuration: 10 minutes

ENC Cost: 3

This program gives a +10 bonus to allSpot and Search checks made by therunner for the ten minutes directly afterthe program is run.

Simple DuplicationMechanics

Tech Level 2 (ENT)Purchase DC: 12Hardware Requirements: Small

fabricatorRun Time: Attack actionTarget: ObjectDuration: The duplicate persists for 1

minute + 1 minute/2 runner levels 

ENC Cost: 3

This program creates a duplicate of asmall simple object (such as a key or a

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picture ID). The program cannotduplicate any simple object that is worthmore than a purchase DC 14. Once theprogram’s duration expires, the nanitesmaking up the duplicate disaggregate.

Options and Upgrades: Spending 4

additional ENC units increases theduration of the duplicates existence to 1hour +1 hour/2 runner levels.

Simple FabricationMechanics

Tech Level 1 (ENT) Purchase DC: 11Hardware Requirements: Small

fabricatorRun Time: Attack actionEffect: 1 simple object

ENC Cost: 2

This program fabricates one smallsimple object, such as a smallreplacement part, specified when theprogram is run. It cannot createweapons or complex objects, such asblades or electronics.

Slaver VirusSoftware

Tech Level 5 (Enc)

Purchase DC: 11Restrictions: Black marketHardware Requirements: Tech

DroneRun Time: Attack actionTarget: 1 robotDuration: IndefiniteSaving Throw: none ENC Cost: 9

This program creates a slug of nanitesthat will override the computer brain of a

robotic construct, causing the robot toobey all of the runner’s commands. Therunner’s Tech Drone must make aranged touch attack to deliver thenanites. It takes the nanites 1d4 roundsto override the robot, with no savingthrow possible.

Smart CellsBiomedical

Tech Level 5 (ENT)Purchase DC: 15Hardware Requirements: Small

fabricator

Run Time: Attack actionTarget: CreatureDuration: See belowENC Cost: 9

This program creates a solution oforganic nanites that is injected into aliving creature. The nanites will repairthe target for 4 hit points per round, untilthey have repaired 20 hit points + 4 hitpoints per runner level. As long as theyhave not been expended, the nanites

will remain dormant in the target for upto 5 hours. They will continue to repairthe target as it takes damage during thattime, up to 20 hit points + 4 hit pointsper runner level.

Options and Upgrades: Spending 2additional ENC units will cause thenanites to repair 8 hit points per round.

Space LocatorSensor

Tech Level 4 (Enc)

Purchase DC: 11Hardware Requirements: Tech

DroneRun Time: 10 minutesEffect: 1 electronic mapENC Cost: 7

This program identifies the runner‘sapproximate location in space, andprovides the runner with an electronicmap with directions to the nearestknown locations of interest, such as

planets, moons, and space stations.

Speed LoaderMechanics

Tech Level 2 (ENT)Purchase DC: 14 Restrictions: Black marketHardware Requirements: Small

fabricator

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  Run Time: 5 minutesTarget: Ammunition-based weaponDuration: InstantaneousENC Cost: 3

This program creates a single-use

speed loader for a clip or box ofammunition for any ranged weaponMedium-size or smaller. Theammunition must be loaded into thespeed loader and readied before use,but at any time the speed loader canreload a weapon as a free action. Afterone use, the speed loader becomesnon-functional.

Options and Upgrades: Spending 2additional ENC units allows this programto be used on a weapon sized Large or

smaller. Spending 4 additional ENCunits allows the speed loader to be usedtwice before it becomes non-functional.

Spy ScopeSensor

Tech Level 3 (Enc)Purchase DC: 11Hardware Requirements: Small

fabricatorRun Time: Attack actionEffect: 1 spy scope

Duration: 1 dayENC Cost: 5

This program creates a digital spyscope that can be used to observe andrecord the actions of long-range targets.The scope has a range of one mile plusan additional mile per three runnerlevels, and enough power to function forone day. At the end of that day, or whenthe user deactivates the scope, thescope creates a permanent data disk

recording of all it has observed.

Structural FabricationUtility

Tech Level 2 (Enc, ENT, FT)Purchase DC: 12Hardware Requirements: See belowRun Time: See belowENC Cost: 3

When using this program inconjunction with the Craft (structural)skill, reduce the purchase DC by 2 andthe time spent making the check by ¼.This does not grant a bonus to the skill

check, which must still be made as laidout in the skill description. Whenfabricating a piece of equipment, thefabricator must be at least one sizecategory larger than the item beingcreated.

System InterferenceSoftware

Tech Level 2 (Enc) Purchase DC: 12Hardware Requirements: Tech

DroneRun Time: Attack action Area: Robots within a cone-shaped

area Duration: InstantaneousSaving Throw: Will ENC Cost: 3

This program directs the runner’sTech Drone to broadcast a cone-shapedblast of electromagnetic interference(length equal to the fabricator’s

applicator range) that disrupts roboticprogramming. Robots in the affectedarea with up to 1 hit die per 2 runnerlevels (maximum 5 hit die) will becomestunned for 1d4 + 1 rounds. 

Options and Upgrades: For every 2additional ENC units spent, the amountof time the robots remain stunnedincreases by 1 round. For every 2additional ENC units spent, the save DCincreases by 1.

System WipeSoftware

Tech Level 3 (Enc)Purchase DC: 15 Restrictions: Black marketHardware Requirements: Tech

DroneRun Time: Attack action

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  Area: Robots within a 15-ft.-radiusburst centered on the Tech Drone 

Duration: 1 round/2 runner levels 

Saving Throw: Will, see below ENC Cost: 5

This program was designed to wipeout a robot’s memory with a burst ofelectromagnetic energy from a TechDrone; instead, it causes a robot to actrandomly for a period of time. Eachround, on the turn of an affected robot,the GM rolls a percentage die todetermine the robot’s action, using thetable below for reference:

d% Robot’s behavior

01-10 Attack runner with melee or ranged weapons

(or close with runner if attack is not possible).11-20 Act normally.

21-50 Shut down.

51-70 Flee from runner at top speed possible.

71-100 Attack nearest creature.

 A robot that cannot carry out theaction described in the table shuts downuntil its next turn. A robot under theinfluence of this program defends itselfnormally if attacked, and in return willattack its attacker during the robot’s next

round (instead of taking a randomly-determined action from the table). Arobot under the influence of thisprogram will not make an attack ofopportunity against any creature that itis not attacking that round.

Options and Upgrades: Spending 2addiitional ENC will cause this to dazehumanoid creatures withing the area ofeffect unless they make a will save.

Tactical Analysis

SensorTech Level 3 (Enc)Purchase DC: 11Restrictions: Black marketHardware Requirements: Tech

DroneRun Time: Full-round actionENC Cost: 5

This program will run a tactical scan ofthe entire area within Tech Dronesensor range, then create a map of thearea with estimated enemy positionsmarked. The chance of an enemiesposition being accurate is 50% plus 10%

per two runner levels. Enemies in plainsight of the sensor sweep areautomatically placed correctly.

Targeting ProgramSoftware

Tech Level 2 (Enc)Purchase DC: 12 Restrictions: Mil +3Hardware Requirements: Tech

Drone Run Time: Attack action

Target: Creature Duration: 5 rounds + 1 round/2 runner

levels 

ENC Cost: 3

This program injects into a friendlytarget nanites that travel to the target’sbrain and attach themselves to thetarget’s optic nerve. Once there, thenanites calculate the ballistics forranged attacks and create a heads-updisplay of this information that is visible

to the target. The program grants thetarget a +2 nanite bonus to rangedattacks for its duration, after which thenanites dissolve harmlessly and areabsorbed by the body.

TazerUtility

Tech Level 2 (Enc, ENT, FT)Purchase DC: 12Hardware Requirements: Small

fabricator

Run Time: Attack actionTarget: One creatureSaving Throw: FortitudeENC Cost: 3

This program causes a fabricator tobehave in the same way as the weaponfor which the program as named,creating an electrified, self-firing prong

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at a target as a ranged touch attack. Ifthe prong hits, it deals 2d6 electricaldamage, and the target must make aFortitude save or be stunned for 1minute. The range of the prong is 25 ft.+ 10 ft. per runner level.

Options and Upgrades: Every 2additional ENC units spent increasesthe save DC by 1.

Thermal PaintUtility

Tech Level 2 (Enc, ENT, FT)Purchase DC: 12Hardware Requirements: Small

fabricatorRun Time: Attack actionDuration: Instantaneous

Saving Throw: Reflex ENC Cost : 3 

This program creates a compoundthat cannot be detected by thermalsensors. A target covered in thiscompound is likewise undetectable tothermal sensors. Applying thecompound, which has the consistency ofgreasepaint, is a full round action, andthe compound remains effective for upto 24 hours. (The compound can be

washed off.)The compound can also be sprayed

into a cone-shaped area withinapplicator range. Creatures within thecone must make a Ref save to avoidbeing blinded for 1d4 + 1 rounds.

Running this program once createsenough thermal paint either for oneblinding attack or to render onecharacter invisible to thermal sensors.

Thermal Scan

SensorTech Level 1 (Enc)Purchase DC: 11Hardware Requirements: Tech

DroneRun Time: Attack action Area: 100’ Diameter around the

sensor.Duration: 10 Minutes

Saving Throw: NoneENC Cost: 2

This program detects any heatsources (such as hidden characters)that are not thermally shielded, and

identifies their locations, sizes, andshapes for the runner.

Truth SerumBiomedical

Tech Level 4 (ENT)Purchase DC: 14 Restrictions: Res +2Hardware Requirements: Small

fabricatorRun Time: Attack actionTarget: Humanoid creature 

Duration: 10 minutes + 10 minutes/3runner levels 

Saving Throw: WillENC Cost: 7

This program injects into a livinghumanoid target a solution that inducesthe target to divulge information underquestioning. While the target is underthe influence of the truth serum, he mustmake a Will save every time he is askeda question he does not want to answer

in order to avoid answering the questiontruthfully. Once the target successfullyresists the truth serum when asked aspecific question, the target receives a +2 bonus to a Will save made to avoidanswering the same question if it isasked again. Each time the targetmakes the save for that question, hereceives an additional + 2 bonus forsaves against the same question (inother words, the + 2 bonus is cumulativefor any particular question).

Options and Upgrades: For every 2additional ENC units spent, the save DCincreases by 1.

Water LungUtility

Tech Level 2 (Enc, ENT, FT)Purchase DC: 12

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  Hardware Requirements: Smallfabricator

Run Time: Attack actionTarget: One creature/2 runner levelsDuration: 4 hours + 1 hour/2 runner

levels

Saving Throw: NoneENC Cost: 3

This program creates nanites thatproduce oxygen from water, and injectthe nanites into a target creature’s lungs,Their presence allows the target tobreathe underwater for the duration ofthe program. The program does not filterout any form of toxins.

Options and Upgrades: Every 2additional ENC units spent gives the

program the ability to filter one toxinfrom the water.

Water Purif ierBiomedical

Tech Level 1 (ENT)Purchase DC: 11Hardware Requirements: Small

fabricatorRun Time: 1 minuteEffect: One purifier tablet Duration: Instantaneous 

ENC Cost: 1

This program creates a small tabletthat destroys toxins in water. One tabletwill render one gallon of water safe todrink.

Options and Upgrades: For everyadditional ENC unit spent, the tabletcreated by the program will purify anadditional gallon of water.

Weapon Grafting

MechanicsTech Level 3 (ENT)Purchase DC: 13Hardware Requirements: Small

fabricator, additional described belowRun Time: Attack actionDuration: 1 hour/runner level Saving Throw: None ENC Cost : 5

This program grafts a melee weaponto any substance, including skin. Inorder for a weapon to be grafted to therunner, the weapon must be in therunner’s possession and the runner

must be able to wield the weapon withone hand. The grafted weapon isconsidered both a standard weapon anda natural weapon for the purpose ofeffects that distinguish between weapontypes. The grafted weapon grants a +1competence bonus to all attack anddamage rolls made with that weapon.Grafted weapons cannot be disarmed.

Options and Upgrades: Spending 2additional ENC units increases thecritical range of the grafted weapon by 1.

Spending 2 additional ENC unitsincreases the damage multiplier by 1.

Weapon TrapMechanics

Tech Level 2 (ENT)Purchase DC: 12 Restrictions: Res +2

Hardware Requirements: Smallfabricator, weapon

Run Time: 5 minutesTarget: Weapon

Duration: InstantaneousSaving Throw: Fortitude for halfENC Cost: 3

This program creates either anelectrical or a thermal trap on anyweapon to which the runner has access.Excepting the runner or any othercharacter designated by the runnerwhen the program is run, anyone whotouches the weapon sets off the trap,which deals 1d6 points of damage + 1

point of damage per 2 runner levels. Acharacter who makes a Search checkDC equal to 10 + runner level + therunner’s Int bonus will notice the trap.

Options and Upgrades: For everyadditional ENC unit spent, the Spot andSave DCs each increase by 1.

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Wireless InterferenceSoftware

Tech Level 1 (Enc)Purchase DC: 11 Restrictions: Res +1Hardware Requirements: Tech

DroneRun Time: Attack actionTarget: Wireless receiverDuration: 1 minute + 1 minute/2

runner levels 

ENC Cost: 1

This program prompts the runner’sTech Drone to scan for transmissionsand create interference on thefrequency of any transmission detected.This interference is centered around the

runner’s Tech Drone for a radius of 50 ft.+ 1 ft. per runner level. Any wireless signals transmitted from

within the area of interference have achance fail equal to 50% + 10% per 3runner levels, and detection of anywireless signal by any receiver withinthe area of interference has the samechance fail.

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Tech Programs ListUtilities Mechanics Biomedical Software Sensor

Tech Level 1

Binding Shot Emergency Shelter Air Filter Data Base AnalyzeCompound

Caltrops Fabricate Tools Emergency Air Encryption Analyze Gear

Comm Laser Flame Suppressant Fast Bandage Mark Chemical Tag

Flotation Device Graft Armor Internal Fortitude Wireless InterferenceProximityDetector

Glow Paint Industrial Adhesive Nanosurgery I Thermal Scan

Instant Ammo Industrial Solvent Nutrient Ration

Lock Nanoscale Repair I Optical Shield

Peace Tie Water Purifier

Plastic Sealant

Simple Fabrication

Tech Level 2

 Acid Spray Atomic Edge Genetic Cosmetics Control Fractal Wall I Data Reader

 Air Gun Diamond Weave Nanosurgery II Data TapLanguage Analysis

 Auto Rocket Emergency Boat Sedative System Interference Roving Eye

Chemical Fabrication Nanoscale Repair II Targeting Program  Sensor Sweep

Det Cord Simple Duplication

Electronics Fabrication Speed Loader

Flare Weapon Trap

Laser Sight

Mechanical Fabrication

Messenger Drone

Pharmaceutical Fabrication

Proximity Mine

Structural Fabrication

Tazer

Thermal Paint

Water Lung

Tech Level 3

 AP Rocket Demolitions Charge Anti-Venom System Wipe Geo Locator

Comm Beacon Glider Body Booster Pocket Translator Lie Detector

Digital Sight Nanoscale Repair III Induced PhobiaNight-VisionEye

Electrical Dampener Weapon Grafting Knockout Gas Spy Scope

Fractal Wall Mental Booster

Tactical

 Analysis

Grappling Hook Nanosurgery III

Pyro Nerve Toxin

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Tech Programs List, cont’dUtilities Mechanics Biomedical Software Sensor

Tech Level 4

 Atomic Wire Trap Nanoscale Repair IV Nanosurgery IV Control Fractal Wall IIProbability Analysis

Enriched Fuel Truth Serum Space Locator  

Gecko Feet

Program Module

Tech Level 5

MechanicalRegeneration

Bio Plate AI Control System Bug Detector

Micro-fusion Cell Reanimation SerumElectronicCountermeasures

Re-entry Shielding Smart Cells Scan Disruptor

Slaver Virus

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Chapter 15: Allies and Enemies

In the Dark Horizons universe, playersmight encounter not only many of thecreatures, ordinaries, and heroic GM

characters (but not heroic alien species)described in the d20 ModernRoleplaying Game and in d20 Future,but also some allies and enemies whichexist only in this setting. Thesecreatures, heroic GM characters, andheroic alien species are describedbelow.

Heroic GM characters

Berserk Cy-Gen Genomorph

(Tough Hero 4/Genomorph 2): CR 6;Medium-size humanoid (Cy-Gen); HD4d10+2d8+27; hp 76; Mas 23; Init +2;Spd 30 ft.; AP 41; Defense 18, touch 15,flat-footed 17; BAB +4; Grap +6; Atk +6melee (1d6+2 piercing, spike hammer),or +8 melee (1d8+2 non-lethal, unarmedstrike), or +6 ranged (none); SV Fort +8,Ref +3, Will +0; Str 14, Dex 14, Con 18,Int 10, Wis 9, Cha 14.

Occupation: Rural (bonus feat: Brawl,bonus skills: Climb, Drive).

Skills: Climb +10, Craft (mechanical)+7, Drive +10, Survival +8.Feats: Simple Weapons Proficiency,

Improved Damage Threshold, Power Attack, Toughness, Ultra ImmuneSystem, Improved Brawl.

Talents: Second Wind, DamageReduction 1/-. 

Special Abilities: Morph Stage 1(Wall Crawler), Darkvision.

Species Abi lities: ElectricalWeakness, Fast Heal, Genetic Breed,

Perfect Build, Superior Threshold.Reputation:  +1Wealth Bonus: +15Possessions: Ragged clothing,

leather jacket, Spike Hammer(crysanium), Shrapnel Grenade (5d6slashing, grenade weapon) x6, variouspersonal possessions.

Consortium Enforcer(Fast Hero 4/Enforcer 2): CR 6;Medium-size humanoid (Valence); HD

6d8+12; hp 54; Mas 14; Init +4; Spd 30ft.; AP 41; Defense 20, touch 20, flat-footed 16; BAB +4; Grap +4; Atk +4melee ( 1d6 bludgeoning, battle prod) or+2/+2 melee (1d6 bludgeoning/1d6electrical, battle prod dual wielding), or+8 ranged (3d8 fire, laser sniper rifle);SV Fort +3, Ref +8, Will +5; Str 10, Dex19, Con 14, Int 10, Wis 14, Cha 12.

Occupation: Athlete (bonus feat: Archaic Weapons Proficiency, bonusskills: Climb, Swim).

Skills: Balance +12, Climb +7, Hide+10, Move Silently +10, Sense Motive+8.

Feats: Simple Weapons Proficiency,Two-Weapon Fighting, PersonalFirearms Proficiency, Point Blank Shot,Double Tap, Precise Shot.

Talents: Evasion, Opportunist. Special Abilities: The Zone once/day,

Energy Focus.Species Abilities: Valent Surge,

Electrical Feedback, Rejection, RangedDodge.

Reputation:  +1Wealth Bonus: +10Possessions: Valence Enforcer

uniform, laser sniper rifle, power pack x3(50 laser sniper rifle rounds each), battleprod, various personal possessions.

Freelance Emergency Tech (Dedicated Hero 3/ENT 3): CR 6;Medium-size human; HD 6d6+6; hp 36;Mas 12; Init +2; Spd 30 ft.; AP 42;Defense 17, touch 13, flat-footed 15;BAB +3; Grap +3; Atk +3 melee (1d8 fire,plasma torch), or +5 ranged (4d4 acid,Bio-annihilator); SV Fort +4, Ref +4, Will+7; Str 10, Dex 14, Con 12, Int 15, Wis16, Cha 10.

Occupation: Technician (bonus skills:Computer Use, Knowledge (technology),Repair).

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  Skills: Computer Use +11, Craft(pharmaceutical) +11, Knowledge (earthand life sciences) +13, Knowledge(technology) +13, Listen +9, Repair +11,Spot +9, Survival +9.

Feats: Simple Weapons Proficiency,

 Armor Proficiency (light), Educated(earth and life sciences, technology),Gear Head, Personal FirearmsProficiency, Surgery, Track.

Talents: Healing Knack, HealingTouch 1.

Special Abilities: ENT Tech 1, ENTTech 2, Natural Mechanic, First Action.

Reputation:  +2Wealth Bonus: +16Possessions: Jumpsuit, Micron vest

(electricity resistance 3/-), "Paladin" V3

Fabrication Gauntlet (+12 ENC), PlasmaTorch, Bio-annihilator, Bio-slugs (40),mechanical tool kit, flashlight, variouspersonal possessions. 

Total ENC: 25Tech Programs (ENC cost): Glow

Paint (1), Binding Shot (1), NanoscaleRepair I (1), Nanosurgery I (1),Emergency Air (1), Simple Duplication(3), Proximity Mine (3).

FS Army Ranger

(Strong Hero 4/Myrmidon 2): CR 6;Medium-size human; HD 4d8+2d10+12;hp 58 (plus 50 armored); Mas 14; Init +1;Spd 30 ft.; AP 42; Defense +18, touch+18, flat-footed +17; BAB +6; Grap +11;

 Atk +11 melee ( 1d12+5 fire, thermalpike), or +7 ranged ( 3d10 fire,microwave cannon); SV Fort +7, Ref +2,Will +1; Str 17 (21 Armored), Dex 12,Con 14, Int 10, Wis 10, Cha 14.

Occupation: Military (bonus feat: Armor Proficiency (light), bonus skills:

Drive, Pilot).Skills: Drive +3, Knowledge (tactics)

+6, Pilot+2, Repair +6.Feats: Simple Weapons Proficiency,

 Advanced Firearms Proficiency, ArchaicWeapons Proficiency, Armor Proficiency(medium), Armor Proficiency (powered),

Personal Firearms Proficiency, Power Attack.

Talents: Ignore Hardness, ImprovedIgnore Hardness.

Special Abilities: Second Skin,Stability, Combat Trained (+1).

Reputation: +0Wealth Bonus: +15 Possessions: FS Soldier uniform, 

FPS-13X Fox Light Powered Armor,Microwave Cannon, Thermal Pike,microwave cell x3 (20 microwave canonrounds each), field rations, basicmechanical tool kit, duct tape x30,various personal possessions.

Nomadic Assassin(Fast Hero 5/Huntsman 1): CR 6;

Medium-size humanoid (Nomad); HD5d8+1d12+12; hp 59; Mas 14; Init +3;Spd 45 ft.; AP 41; Defense 20, touch 18,flat-footed 17; BAB +3; Grap +5; Atk +5melee (2d6+2 piercing, huntspear), or+6 ranged (2d6+2 piercing, huntspear);SV Fort +1, Ref +6, Will +1; Str 14, Dex16, Con 14, Int 9, Wis 14, Cha 12.

Occupation: Athlete (bonus feat:Brawl, bonus skills: Climb, Swim).

Skills: Hide +10, Move Silently +10,Survival +11.

Feats: Simple Weapons Proficiency, Archaic Weapons Proficiency, ArmorProficiency (light), Defensive Martial

 Arts, Elusive Target, Nomad SpeciesWeapons Proficiency, Track, WeaponFinesse.

Talents: Evasion, Increased Speed,Opportunist. 

Special Abilities: Life-sense, Prey,+1d6 Sneak Attack.

Species Abilities: Feat of Strength,Low-light Vision, Low Tech, Survivalist.

Reputation:  +1Wealth Bonus: +15Possessions: Traditional nomad tunic,

leather armor, Nomadic huntspear x2(crysanium), standard binoculars,torches x3, rope (150 ft.), tent (2-person), trail rations x12, variouspersonal possessions.

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RS Computer Tech(Smart Hero 3/Encoder 3): CR 6;Medium-size human; HD 6d6+12; hp 47;Mas 14; Init +6; Spd 30 ft.; AP 42;Defense 19, touch 15, flat-footed 17;BAB +2; Grap +2; Atk +2 melee (1d4

piercing, knife), or +4 ranged (2d8 fire,laser pistol); SV Fort +4, Ref +4, Will +5;Str 10, Dex 14, Con 14, Int 17, Wis 10,Cha 12.

Occupation: Technician (bonus skills:Computer Use, Craft (electronics),Knowledge (technology)).

Skills: Computer Use +16, Craft(chemical) +13, Craft (electronic) +13,Craft (mechanical) +13, Disable Device+10, Drive +8, Investigate +10,Knowledge (current events) +8,

Knowledge (earth and life sciences) +13,Knowledge (physical sciences) +13,Knowledge (technology) +9, Repair +12,Search +10.

Feats: Simple Weapons Proficiency, Armor Proficiency (light), ArmorProficiency (medium), Educated (earthand life sciences, physical sciences),Gearhead, Improved Initiative, PersonalFirearms Proficiency.

Talents: Savant (search), ExploitWeakness.

Special Abilities: Enc Tech 1, EncTech 2, Tech Drone, Hacker.

Possessions: Jumpsuit, Micron Body Armor, Pest 17G Tech Drone, knife,Laser Pistol (2d8 fire), power pack x2(50 laser pistol rounds each), chemicalkit, flashlight, various personalpossessions.

Total ENC: 24Tech Programs (ENC cost): Instant

 Ammo (1), Lock (1), Encryption (1),Thermal Scan (1), Chemical Tag (1),

Targeting Program (3), Acid Spray (3).

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New Creatures

Billit The Billit looks like a cross between aShar-pei and a rabbit. Bred to handlethe often diverse landscapes of alienplanets, the Billit is able to leap greatdistances, stretching its wrinkled skinbetween its limbs and gliding for severalfeet. It thrives on darker planets withlower gravity.

Species TraitsImproved Grab (Ex): To use this

ability, a Billit must hit an opponent of itssize or smaller with a slam attack. (Formore detail about this ability, seeChapter 8: Friends and Foes in the d20Modern Roleplaying Game)

Keen Sight (Ex): The Billit hasdarkvision out to a range of 60 ft andlow-light vision. (For more detail aboutthese abilities, see Chapter 8: Friendsand Foes in the d20 ModernRoleplaying Game)

Billit:  CR 4; Medium-size animal; HD4d8 + 1; hp 19; Mas 16; Init +2; Spd 30ft., fly 20 (clumsy); Defense 14 (+2 Dex);BAB +3; Grap +7; Atk +3 melee (1d3,slam), or +3 melee (1d6, bite); Full Atk+3 melee (1d3, slam), or +3 melee (1d6,bite); FS 5 ft. by 5 ft.; Reach 5 ft.; SQImproved Grab, Keen Sight; AL none;SV Fort +4, Ref +4, Will -1; AP 0; Rep 0;Str 10, Dex 15, Con 12, Int 2, Wis 6,Cha 5

Skills: Listen +4, Move Silently +2,Hide +2.

Feats: None. Advancement:  7-10 HD (Large).

GrapineThe Grapine is a guard creaturedeveloped with genes from a tiger and aporcupine. Its stripes of dark burntorange and black or brown provideexcellent camouflage in the tall grasswhich is its preferred habitat, and itsrazor-sharp spines, almost as hard as

steel, are used to devastating effectagainst its prey .

The Grapine strikes from cover andpounces on its prey. It attempts tograpple and to drag its prey to theground, where its spines can finish the

 job. Because there are many creaturesmuch easier to find and kill, the Grapine does not have many natural predators,so it has a tendency to overwhelm allcreatures indigenous to an area.

Species Traits Spines: During a grapple, a Grapine

automatically hits with 1d4 spines, andthe spines do 1d4 +1 damage each.

Improved Grab: If a Grapine hits withits bite attack, it may initiate a grapple

attempt (Grapple bonus +12) as a freeaction without provoking an attack ofopportunity.

Pounce: If a Grapine charges intocombat, it can make a full round attack,

including its r ake attack.Rake: If the Grapine has successfully

initiated a grab, it may make a rakeattack with its hind legs (+9 to hit). TheGrapine may also make a rake attack inany round during which it uses a pouncemaneuver.

Skill bonus: When hiding in tall grass,the Grapine gains a bonus +5 to its Hidecheck.

Grapine: CR 7; Large Animal; HD 9d8 +18; hp 60; Mas 17; Init +3; Spd 40 ft.;Defense 18 (+2 Dex, +7 natural, -1 size);BAB +6; Grap +13; Atk +9 melee (1d8 +3, bite), or +6 melee (2d6 + 2, claw); Full

 Atk +9 melee (1d8 + 3); FS 10 ft. by 10ft.; Reach 10 ft.; SQ Spines; AL none;SV Fort +6, Ref +7, Will +1; AP 0; Rep 0;

Str 16, Dex 17, Con 15, Int 3, Wis 9,Cha 7.

Skills: Listen +2, Move Silently +6,Hide +7.

Feats: None. Advancement: 11-15 HD (Huge).

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Rumbling BuffaloThe Rumbling Buffalo are peacefulcreatures – until provoked. If aRumbling Buffalo believes itself indanger, it will turn and charge ratherthan run. Those that do flee tend to run

over the threat, rather than away from it.Rumbling Buffalo range in colorbetween tan and black, and have largehorns with very sharp points. They arefound on plains and savannahs on high-gravity worlds.

Species Traits Trample (Ex): As an attack action

during its turn each round, a RumblingBuffalo can run over an opponent sizedMedium-size or smaller, entering the

opponent’s fighting space to do so, anddealing bludgeoning damage.

Powerful Charge (Ex): When acreature with this special attack makes acharge, its attack deals 4d6 + 7 damagein addition to the normal benefits andhazards of a charge, and receives abonus of +11.

Rumbling Buffalo: CR 7; Large Animal;HD 8d8 + 18; hp 60; Mas 20; Init +0;Spd 40 ft.; Defense 16 (+7 natural, -1

size); BAB +5; Grap +10; Atk +11melee (1d8 + 7, gore); Full Atk +11melee (1d8 + 7, gore); FS 10 ft. by 10 ft.;Reach 10 ft.; SQ Trample, PowerfulCharge; AL none; SV Fort +4, Ref +4,Will -1; AP 0; Rep 0; Str 21, Dex 11,Con 20, Int 2, Wis 4, Cha 4.

Skills: Spot +4.Feats: None. Advancement:  9-13 HD (Huge).

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New Heroic Alien Species

IrritusFrom the depths of space they came,appearing first from an abandoned

 jumpgate orbiting Earth. No one can sayfor sure if the Irritus are friend or foe,and their silence causes uneasiness formany.. The only aggression they haveshown was in response to an attack byFederation patrols; the fight ended in thedestruction of the Federation forces.

Few have actually seen the Irritus,who seem to avoid contact with otherspecies. In fact, some do not evenbelieve in their existence, but sightingsof the Irritus have been reported fromevery planet and space station.  An Irritus is humanoid in shape and

about the size of the average human (6’tall on average). However, the lack ofany color in the clothing or skin of anIrritus is quite distinctive. Little else isknown about the Irritus: not their origin,their average lifespan, or any of theirsocial or cultural traits. 

Species TraitsIrritus share the following species traits:

Type: Humanoid (Irritus)Size: Medium-size. Irritus have no

special bonuses or penalties due to theirsize.

 Ab il ity Modif iers:  +6 Str, + 6 Dex, +4Int. Irritus are unbelievably strong andagile.

Speed: 40 feet.Hit Dice: 4d8. Armor and Weapons Rest rict ions : 

 All Irritus are trained in light, mediumand heavy armor. They are alsoproficient in all handguns, longarms,

heavy weapons and Irritus weapons. Darkvision: An Irritus has darkvision

out to a range of 120 feet. Darkvision isblack and white only but otherwise thesame as normal sight, and Irritus canfunction with no light at all.

Dual Nature:  At 10 hit die, an Irrituscan shift its body to the Void once per

day for 1 round per Con bonus, allowingit to move unhindered by any terrainduring that round. This includes solidobjects such as stone or starship walls.

 An Irritus also gains 50% miss chanceduring this time and can attack while in

the Void.Separation: Once each day, an Irritus

can separate the Void for the duration ofone round, allowing it to ignore damagedealt to it during that round.

Skill Bonuses: Due to their years ofcombat and intelligence training, Irritusgain a +2 species bonus to Hide, Listen,Move Silently, Search, and Spot checks.

Swifter than Sight: An Irritus canstep into the Void for a few seconds,granting it 20% concealment as it

shimmers between the Void and reality. An Irritus can use this ability once perday per 4 hit die.

Tactical Mind (Ex): By spending 1action point, an Irritus can calculate itsopponent’s next move and shift throughthe Void to meet it, giving it the ability toreact faster in any situation. This allowsan Irritus to re-roll initiative one time,picking the better of the two rolls.

Void Born (Ex): The Irritus can existin the Void as we do in our own reality,

but an Irritus cannot exist outside theVoid for very long. If an Irritus does notreturn to the Void within 24 hours ofleaving, it breaks down in 1d4 rounds,causing 3d6 points of Void damage toany non-Void creature within 5 feet. Anynon-Void creature caught in this Voidimplosion must make a Reflex save DC5 + damage dealt, or be sucked into theVoid and lost forever.

Bonus Feats: Irritus gain Void Leapas a species feat. This feat gives an

Irritus NPC the ability to leap a shortdistance (up to 100 ft) through the voidonce per day. Doing so is a full roundaction, and does not provoke an attackof opportunity.

Free Language Skills: Read/WriteIrritus

Level Adjus tment: +5 

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The heroes will be hired by RoderickStalworth to find a man named JamesKilroy (AKA Jim MacKell). Stalworth isthe son of an influential businessmanand is a famous racer along the

 Antiquing circuit. While he is well known,

he is not well liked by either other racersor racing fans because he is viewed asa wealthy outsider. Stalworth claims thatJim MacKell, a former pit crewemployee, has been stealing rare andvaluable car parts from his auto shop.Before Stalworth could confront himabout these allegations MacKelldisappeared, and Stalworth wantsMacKell found and his vintage car partsrecovered.

The heroes will have to venture into

an impoverished region called Junktownto track down MacKell. Members of thiscommunity are shielding MacKell, so theheroes will have to sneak or talk theirway in. When they finally do find him,the heroes will discover that MacKell isreally an undercover reporter namedJames Kilroy, who was investigatingsuspicions that Stalworth is cheatingduring his races. What he discovered iseven bigger: that Stalworth is involvedwith an organized crime syndicate called

the Brotherhood of Elders, which hasbeen making money by trafficking incounterfeit authentic vintage-car parts.The parts that Kilroy has stolen (and hedid steal them) are counterfeit parts thathe intends to use as evidence to exposeStalworth’s activities. After making this discovery, the

heroes and Kilroy will be attacked byagents of the Brotherhood. Theseagents intend to silence both Kilroy andanyone he has come into contact with

(meaning the heroes and any of thelocals who may be helping Kilroy) bykilling them. After surviving thisencounter, Kilroy will ask the heroes tohelp him get the evidence he needs tolink Stalworth to the Brotherhood soKilroy can expose their scheme. BothKilroy and the heroes will head toStalworth’s salvage yard to recover a

database that catalogues all of theillegal parts and outlines theBrotherhood supply chain.

Site InformationThis adventure takes place in the

 American Midwest, in one of the states just west of the Mississippi. By default,the adventure takes place in Illinois, inthe fictional city of New Springfield. Ifthe GM is more familiar with anotherspecific city or area along theMississippi, he should feel free to alterthis adventure to take place there.

The primary site of the adventure isthe fictional city New Springfield, whichconsists of 4 separate sectors: thefarming sector, the corporate sector, the

residential sector, and Junktown.This city (like most in the Midwest) is

surrounded by sprawling farms thatproduce wheat or corn as a source ofethanol to help feed the massive energydemand of the Federated States.

 Agriculture once provided jobs for 80%of the local population, but as more andmore farms have become automated,unemployment has increaseddramatically.

The corporate sector of New

Springfield is the smallest in area, andconsists primarily of government offices,financial offices, and shopping districts.The very few skyscrapers in NewSpringfield are found in the corporatesector.

The residential sector is only slightlylarger than the corporate sector, and ishome to the upper-class and middle-class citizens of New Springfield. Thissector is isolated from the other parts ofthe city by extensive security measures,

a sad indication of the relationshipbetween the rich and the poor in this city.Many of the wealthiest members of thissector are the owners of the outlyingethanol farms (the equivalent of today’soil tycoons).

The poorest sector of New Springfield,commonly referred to as Junktown, isalso the largest part of the city proper. It

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is smaller than the surrounding farmsector, but has a denser population thanany of the city’s other sectors. Many ofits occupants used to work in the nearbyfarmlands until farm automation resultedin massive layoffs. Junktown gets its

name from the many salvage operationsbased there – many of Junktown’simpoverished occupants are willing tobrave the radioactive wasteland to findcar parts that can be sold for money tofeed their families. Other Junktownresidents make a living working lowwage jobs in the corporate, residential,and farming sectors.

Getting Started As this is an introductory adventure,

your most important job as GM is todraw the heroes into a life of adventure.The most expedient way to do this is byexploiting the crippling unemploymentrampant in the city of New Springfield.The heroes should start the game asresidents of Junktown between the agesof 18 and 25. One of the heroes’ maindesires is to make lives for themselves,but there just aren’t any long-termopportunities in New Springfield. If theheroes want to get anywhere in life, they

will need to leave Earth for the outlyingspace stations or for Mars. This costsmoney, though, and Stalworth’s promiseof payment should motivate the heroesto do whatever he wants.

For the adventure to move forward,the heroes must be brought togetherand contacted by Stalworth. TheFederated States local employmentnetwork can take care of both of theseneeds. When an area (like NewSpringfield) develops a severe

unemployment problem, the FederatedStates government installs anautomated employment allocationnetwork in that area. Employers posttheir job openings, along withrequirements, onto the network, andunemployed Federated States citizensenter their qualifications into a databaseon that network. The network plays

matchmaker, informing qualified jobseekers of appropriate postings;using that information, jobseekers thenapproach potential employers on theirown.

Stalworth will use this network to find

the heroes, who he thinks will be smartenough to find a man who stole valuableparts from his auto shop but not strongenough to survive a fight with theBrotherhood Goons Stalworth will thensend to attack them. It is the intention ofStalworth and his Brotherhood contactsfirst to kill the heroes once they havedone Stalworth’s dirty work, and then toframe the heroes for the death of theman they found, (and that man for theirdeaths) in order to cover the

Brotherhood’s tracks.

Encounter 1: Stalworth hires theHeroes (EL 0)The game should begin with the heroesheading separately for the residentialsector of New Springfield. Each of themwill have been granted a day-pass bythe employment network to enter thishighly isolated sector for the purpose ofmeeting Stalworth at his auto shop. Theheroes should all reach the auto shop at

approximately the same time. Once theyhave all arrived, they will be greeted byan attendant dressed in a white jumpsuit,who will check their passes and usherthem inside.

The interior of Stalworth’s auto shopwill most likely have a surreal quality forthe heroes; they are probablyaccustomed to garages littered withparts and tools, their floors covered in oilstains and their walls ringing with theconstant hum of power tools. Stalworth’s

“auto shop” is more like a showroom forhis eighteen priceless racecars, whichsit on rotating pedestals locatedthroughout the room. The floor, walls,and ceiling of the shop are a pristinewhite, with tool compartments that foldseamlessly into the walls. A handful ofmechanics, also in pristine white

 jumpsuits, move about the cars carrying

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Information checks, DC 12, will tell theheroes that “MacKell” has been seen offand on in the area over the past fewdays. A more concentrated Search inthe area with the gene scanner, DC 10,will locate a back alley where “MacKell”

has been sometime during thepreceding 12 hours. A Search check DC5 in this alley will uncover an old sewerentrance that appears recently-used,giving the heroes their first real clueabout where he has been hiding out. At this point the heroes will most likely

head down into the old abandonedsewer. This sewer has not been usedfor the past two hundred years, as mostcurrent waste disposal utilizesminiaturized local waste-recycling plants.

The heroes are no doubt grateful for thisfact, as it means that they are notassailed by the smell of raw sewage.This particular sewer dates back to the20th century and is built primarily fromconcrete. The cross section of the sewertunnels is a hemisphere with the flatside down. There are no functioninglights in this sewer so the heroes willneed their own light source.

There is a thick layer of dust on thefloor of the sewer, and if the heroes

have a light source they can clearly seehuman footprints in the dust. If theysucceed at a Spot check DC 15, theywill also notice some sort of animaltracks. A Knowledge (streetwise) checkDC 10 will tell the heroes that thesetracks were made by the giant mutantrats that plague Junktown, and they willwant to be on the lookout for theseaggressive vermin.

If the heroes follow the footprints for200 feet, they will find the small safe

house in which “MacKell” has beenhiding out. The trail is not too difficult tofollow, as most of the tunnels thatbranch off from this path are dead endsthat caved in long ago. At some pointalong the path, 2 to 4 giant rats willattack the heroes, swarming out fromdark alcoves in response to the soundsmade by the heroes.

Giant Mutant Rat: CR ½; Small animal;

HD ½ d8; hp 2; Mas 10; Init +2; Spd 20ft., climb 20 ft., swim 15 ft.; Defense 13,touch 13, flat-footed 12 (+1 size, +2Dex); BAB +0; Grp –10; Atk +3 melee(1d4-3, bite); Full Atk +3 (1d4-3, bite);FS 5 ft. by 5 ft.; Reach 0 ft.; SQ scent,low-light vision; AL none; SV Fort +2,Ref +4, Will +1; AP 0; Rep +0; Str 2,Dex 15, Con 10, Int 2, Wis 12, Cha 2.

Skills: Balance +10, Climb +12, Hide+14, Move Silently +10, Swim +10.

Feats: Weapon Finesse (bite).

The rats will be hiding in the shadows,and will surprise the heroes unless theywin an opposed Hide/Spot check. Thenumber of rats that attack shoulddepend on how many heroes there are,and how well the heroes are equipped;there should be at least one rat per 2heroes, and if the heroes are well armedyou may want to add an additional rat ortwo to the total number of rats. After defeating these rats, the heroes

can continue to follow the trailto ”MacKell”. Eventually they should seea steady light around a corner; therethey will find a bricked-off sewer tunnelwith a door built into the brick wall. Thesteady light is coming from under thedoor. Behind this door is a small roomthat “MacKell” built, and he is waitinginside.

Encounter 3: “ MacKell” ’s Plea,Stalworth’s Ploy (EL 3)

The first encounter with “MacKell” canplay out in several different waysdepending on the actions of the heroes.Two things should happen during thisencounter: “MacKell” should explain thetrue situation to the heroes, and theBrotherhood’s goons (who have beentrailing the heroes through the tracking

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device hidden in the gene-scanner)should attack “MacKell” and the heroes.The order in which these things happendepends on how the heroes and“MacKell” first meet.

If the heroes are inclined to question

“MacKell” upon finding him, he will fillthem in on the true story, and thesubsequent attack by Stalworth’s goonsshould convince the heroes to believehim. If the heroes decide to go ingunning for ”MacKell”, you shouldimmediately intercede with the goonattack, and then follow that with“MacKell”’s explanation of what is reallygoing on. Note that ”MacKell” mustsurvive for the story to continue. As soon as he gets the chance,

“MacKell” will tell the heroes his realname, James Kilroy, in addition to therest of his story. He is a young journalistwho was trying to make a name forhimself by doing an investigative reporton Stalworth, who is suspected by manyother racers of cheating. Once he got onthe inside, however, he discovered thathe had bitten off more than he couldchew. Stalworth’s racing fraud was onlythe tip of the iceberg; Kilroy discoveredthat Stalworth had ties to the

Brotherhood of Elders. The car partsthat Kilroy took were evidence thatStalworth and his gang were machiningreplica vintage-car parts and sellingthem as authentic, which explains whyStalworth wants them back so badly.Kilroy built this small safe house in casesomething went wrong, and he decidedto take the parts and hide here until hethought it was safe enough to turn theparts (and the gang) in to the authorities.

When the actual fight occurs, four

goons will attack the heroes and Kilroy,with the intent of killing them all. Each ofStalworth’s goons has the followingstats:

Brotherhood Goon (Fast Ordinary1/Tough Ordinary 1): CR 1/2; Medium-size human; HD 1d10+2; hp 7; Mas 14;Init +1; Spd 30 ft.; Defense 13, touch 12,flat-footed 12; BAB +0; Grp +1; Atk +2melee (1d6+2 lethal, brass knuckles), or

-3 ranged (2d4, Skorpion); FS 5 ft. by 5ft.; Reach 5 ft.; AL the Brotherhood; SVFort +3, Ref +1, Will +0; AP 0; Rep +0;Str 12, Dex 12, Con 14, Int 8, Wis 10,Cha 10.

Occupation: Criminal (bonus feat:Personal Firearms Proficiency; classskills: Gamble, Hide).

Skills: Climb +3, Drive +3, Intimidate+2, Spot +2.

Feats: Simple Weapons Proficiency, Armor Proficiency (light), Brawl,

Personal Firearms Proficiency.Possessions: Skorpion (.32 machine

pistol), 2 clips of .32 ammo (40 rounds),brass knuckles, light undercover shirt,business suit, sunglasses, universalcommunicator (Unicom).

If this encounter seems either toodifficult or too easy, change the numberof goons in the fight. Note that whilethese goons do have guns, they are notproficient in their use and have a penalty

to their attack roll. The goons are morelikely to try to close in and attack withtheir brass knuckles than to use theirguns. Kilroy will also assist the heroes infighting the goons, and his stats are asfollows:

James Kil roy (Dedicated Hero 2): CR2; Medium-size human; HD 2d6+4; hp16; Mas 14; Init +3; Spd 30 ft.; Defense15, touch 15, flat-footed 12; BAB +1;Grp +4; Atk +2 melee (1d4+1, knife), or

+4 ranged (2d6, Falcon .45); FS 5 ft. by5 ft.; Reach 5 ft.; AL none; SV Fort +4,Ref +3, Will +6; AP 11; Rep +1; Str 12,Dex 16, Con 14, Int 14, Wis 18, Cha 15.

Occupation: Law Enforcement(bonus feat: Personal FirearmsProficiency; class skills: GatherInformation, Knowledge (streetwise)).

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  Skills: Gamble +6, Gather Information+7, Investigate +10, Knowledge (currentevents) +4, Knowledge (streetwise) +4,Knowledge (tactics) +4, Listen +6,Sense Motive +9, Spot +6, Survival +7,Treat Injury +9.

Feats, Talents and Special Abi liti es:Simple Weapons Proficiency, PersonalFirearms Proficiency, Skill Emphasis(Investigate), Defensive Martial Arts,Combat Throw, Elusive Target.

Possessions: Falcon .45, 2 clipsof .45 ammo (40 rounds), knife, streetclothes, Tangler grenade (3).

Kilroy will hang back and attack thegoons with his Falcon .45 pistol, fallingback on his knife if the goons close in on

him. The fighting area itself is Kilroy’ssewer safe house, a room that is 40 feetlong, 20 feet wide, and 10 feet high. It’sbasically a sewer tunnel that has beenwalled off on either end, with a door atthe end from which the heroesapproached leading back into theabandoned sewer and the entrance.The safe house itself has basic livingfacilities at the far end, but otherwise ismostly empty. After the heroes fight the goons and

talk to Kilroy (or vice versa), he willattempt to enlist their aid in recoveringdata that will expose Stalworth and histies to the Brotherhood of Elders. Kilroywill also inform them that FederatedStates law enforcement has posted asubstantial reward for informationleading to the arrest of Brotherhoodleaders, and if Stalworth is arrestedthere is a good chance that he will namenames. The promise of getting evenshould also be alluring to the heroes.

This exchange leads to the nextencounter, when Kilroy and the heroeshead to the Stalworth salvage yard tofind incriminating evidence.

Encounter 4: Battle at the SalvageYard (EL 4)In this encounter, the heroes will attemptto sneak into a salvage yard that isguarded by 4 guard dogs and asalvaged Mobile Assault Vehicle (MAV).

 A pit crew engineer hiding in the mainbuilding in the salvage yard is controllingthe MAV. Keep in mind that the mainobjective here is to find incriminatingevidence and escape, and thatdefeating the MAV is not required.

The yard itself is 100 feet by 150 feet,and is surrounded by a chain-link fencethat is 10 ft high. There are securitycameras watching the front gate. Stacksof crushed cars forming a mazedominate the interior of the yard. There

is one main building, 40 feet by 40 feetin area, in which the engineer is hiding.This facility is also where Stalworth hasbeen making fake parts. The MAV ishidden amongst the stacks of old cars.

When the heroes attempt to sneakinto the yard, they must initially makeboth Move Silently and Hide checksopposed to the Spot and Listen checksmade by the guard dogs (for guard dogstats, see medium-size dog in Chapter 8:Friends and Foes in the d20 Modern

Roleplaying Game). If the heroes failthese checks, the guard dogs will attackthem and begin barking, alerting theengineer inside.

If the dogs begin barking, the engineerwill leave the building to check out thecommotion. If he spots the heroes hewill run back to the building to activatethe MAV, which constitutes a full roundaction. Normally a MAV is controlled bya military pilot using a Core Implant withan external interface. In this case, the

engineer is controlling the MAV using asoftware interface through a computerinside the building. To make the MAVmove or attack each turn, the engineermust succeed at a Computer Use checkDC 15, or the MAV will not be able totake any actions that turn.

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Pit Crew Engineer  (Smart Hero 1): CR1; Medium-size human; HD 1d6+2; hp 8;Mas 15; Init +2; Spd 30 ft.; Defense 12,touch 12, flat-footed 10; BAB +0; Grp+2; Atk +2 melee (1d4+2, knife), or +2ranged (1d4, taser); FS 5 ft. by 5 ft.;

Reach 5 ft.; AL Stalworth; SV Fort +2,Ref +2, Will +1; AP 5; Rep +0; Str 14,Dex 14, Con 15, Int 18, Wis 11, Cha 8.

Occupation: Technician (class skills:Computer Use, Craft (mechanical),Repair).

Skills: Computer Use +11, Craft(chemical) +8, Craft (electronic) +8,Craft (mechanical) +9, Craft (structural)+8, Demolitions +8, Disable Device +8,Knowledge (current events) +8,Knowledge (physical sciences) +8,

Knowledge (technology) +8, Profession+4, Repair +12, Research +8.

Feats, Talents and Special Abil ities:  Simple Weapons Proficiency,Gearhead, Vehicle Expert, Savant(Repair).

Possessions: Pit crew jumpsuit,taser, knife.

Salvaged MAV: CR 1; Huge construct;HD 8d10+40; hp 80; Mas -; Init +2 (aspilot); Spd 40 ft. (bipedal); Defense 8,touch 8, flat-footed 8; BAB +0 (as pilot);Grp +11; Atk +9 melee (2d6, stomp), of -2 ranged; FS 20 ft. by 20 ft.; Reach 10ft.; AL none; SV Fort +0, Ref -2, Will +1(as pilot); AP 0; Rep +0; Str 28, Dex 6,Con --, Int 18 (as pilot), Wis 11 (as pilot),Cha 8 (as pilot).

The evidence that Kilroy and theheroes need is on a computer inside themain building. If the heroes are able tosneak into the main building, they willstill need to take out the engineer. Eitherway, they will need to make a ComputerUse check DC 10 to find the right fileson the computer. Of course, they could

 just take the computer’s whole datadrive, which is about the size of a creditcard. If they have not already taken outthe guard dogs, the heroes will have to

sneak or fight their way past them toescape, but at this point the MAV is nolonger a threat as the engineercontrolling it has been neutralized.

Conclusion

 At this point, all that is left for the heroesto do is turn the evidence in to theFederated States local police. The Fedswill launch an investigation that willresult in the arrests of Stalworth and halfa dozen high-ranking officers in theBrotherhood of Elders mafia. Theheroes will receive reward money equalto a Wealth bonus of +16, to bedistributed evenly among them. Kilroywill go on to write an award-winningarticle about Stalworth’s arrest,

launching him towards fame and fortune.The heroes have made names forthemselves in this adventure, and havegotten on the good side of local lawenforcement. However, the Brotherhoodof Elders has only suffered a setback,and may plan revenge against theheroes for foiling their plans.

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Home on the RadioactiveRange

 After the depletion of Earth’s fossil fuelsduring the 21st century, crops were used

to make ethanol (a renewable source offuel). As a result of the wildly increasedvalue of arable land, many wealthyindividuals and corporations have spentthe past several centuries accumulatingland to create the infrastructure thatsupplies the power requirements of theEarth and its outlying space stations.

The Friedmonts spent a generationcultivating a radioactive wasteland, andafter several decades of hard work theyhave turned it into productive farmland.

Independent power-farms such as theFriedmont Ranch are a tempting prizefor those who are willing to seize land byunscrupulous means.

PreparationTo run this adventure, the GM needs thed20 Modern Roleplaying Game, d20Future, and the Dark Horizons UniverseCampaign Setting. This adventure isbest suited for a party of 3rd levelcharacters.

Background Info A generation prior to the adventure,Robert and Margaret Friedmont (bothscientists) developed a technologicalmeans of turning radioactive wastelandinto productive farmland. Theirtechnology, the Nano-Geiger CaptureSystem (NGCS), consists of a mass ofnanites equipped with Geiger-counters.These nanites find radioactive atoms onand in soil, capture them, and relocatethem to a collection center. Thecollected radioactive mass is then sentto a safe disposal site.

The Friedmonts believed that theNGCS could be used to make theirradiated east coast of North Americahabitable again, and could see similaruse in terraforming planets that wouldbe otherwise uninhabitable.

Unfortunately, even with the NGCS, itwould take several decades ofdangerous work to clear enough land tomake farming worthwhile. TheFriedmonts secured funding fromindependent investors to build their first

NGCS collection center and buy asizable plot of irradiated land, just eastof the Mississippi River, where theycould prove the worth of their invention..

20 years later, the Friedmonts had de-irradiated a 600-acre plot of land. Thatwas enough to sell the Federated States(owners of 98% of the irradiated eastcoast) on the value of the system. Thesale netted a substantial profit for theFriedmonts and their investors. Whilethe investors, their money made, went

on their way, the Friedmonts decided tolive on and cultivate the land they hadcleared. With their share of the profits,they bought equipment and built thestructures they would need to turn theirland into a power-farm. For a few yearsthey hired outside help to run the farm,but when their son Jimbo graduatedfrom the nearby New SpringfieldUniversity with a degree in agricultureand ecology, he returned home to runthe farm.

The adventure takes placeapproximately 50 years after theFriedmonts bought their land and begantheir experiment to prove theeffectiveness of their Nano-GeigerCapture System. Robert Friedmont haspassed away, leaving Jimbo andMargaret Friedmont in charge of theranch. Other people who live and workon the ranch include Jimbo’s wife, theirson, and two dozen hired hands.

In the year leading up to the adventure,

vandals have been setting fire to theFriedmonts’ crops and damaging theirfarm equipment. The ranch, lying justeast of the Mississippi, is out of the

 jurisdiction of the nearest detachment ofFederated States forces, so theFriedmonts must fend for themselves.They have installed an expansivesecurity system, armed themselves and

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their farmhands, and begun looking fordedicated security personnel. Theplayer characters (PCs) will be hired asthese security personnel.

Unbeknownst to either the PCs or theFriedmonts, the vandalism is part of a

scheme to get the Friedmonts to selltheir land for much less than its worth.The culprit is a wealthy land baron of theNew Springfield area named WilliamConnor, who approached theFriedmonts a year before the attacks,seeking to buy their land. He didn’tunderstand that to the Friedmonts, theranch wasn’t just land -- it was theirhome. Their rejection of his offer madehim furious, and he resolved to acquirethe Friedmont Ranch by any means

necessary.Connors’ head of security, an

unscrupulous ex-military officer by thename of Charles Winters, takes care ofConnors’ dirty work. Winters was notdishonorably discharged from theFederated States infantry, but he wasforced to resign his commission undermysterious circumstances. Winters hiresan old military contact who fell into a lifeof crime to lead the attacks on theFriedmont Ranch. This minor crime

boss, Gil Armond, uses his gang toharass and vandalize the ranch prior tothe start of the adventure.

 Adventu re Plot Bas icsGil Armond, the ex-military crime boss,has used his gang members to harassthe Friedmont Ranch over the yearleading up to the adventure. During theprevious growing season theyperpetrated acts of vandalism and arsonagainst the ranch, causing substantial

loss to that season’s crop. With thecurrent growing season approaching,the Friedmonts are concerned that theymight be attacked again and haveinstalled a security grid across theirterritory. They are also seeking extramanpower to defend their ranch in caseof an escalation of hostilities, and this iswhere the PCs come in.

 After being hired to help with security,the PCs will spend a week or two livingon the ranch with the Friedmonts andtheir other employees. At the end of thistime, the ranch will once again comeunder attack by Gil Armond’s gang. This

time, however, the security grid will alertthe PCs, who must then repel the attack.Gil himself will be part of the attack andthe PCs will glean information from him(or his remains) that will set them on thetrail of the culprit.

Evidence gained during the aftermathof the first attack will lead the PCs toCharles Winters. Investigations intoWinters and his security company willreveal that the company is merely afront, and the PCs will have to track

down either Winters or his personalrecords to find the clue that will leadthem to his employer, William Connor.

 At this point the PCs must decide howthey want to deal with Connor: kill him,abduct him, or get enough evidence tohave him arrested.

Site InformationThe Friedmont Ranch proper coversover 600 acres, but the Friedmonts alsoown several square miles of the

surrounding territory. They have begunthe process of de-irradiating this territory,so that it is safe to travel through eventhough it is not yet ready for farming.This buffer zone around the ranch is fullof old dead trees, with a more recentundergrowth of tall grasses and brush.

The central structure on the FriedmontRanch is the main house, where theFriedmont family and most of theirpermanent farmhands live. It has roomsand facilities to house up to 40 people at

once. While the main house is the sizeof a mansion, it is less opulent and moreutilitarian (as are most of the buildingson the ranch). There is also a recently-built guesthouse, which can house anadditional 20 people and also containsthe control center for the newly-installedsecurity grid.

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  In addition to those residentialstructures, the ranch boasts amaintenance shed, three grain silos,and a dock on the Mississippi river. Themaintenance “shed” is actually more likea hangar; it is the largest and oldest

structure on the ranch. It has recentlybeen upgraded, and now containscomplete facilities for maintaining all ofthe equipment and vehicles on theranch. The grain silos resemble 20th century silos, but contain advancednano-technological equipment to keepout vermin. The dock does not seemuch use (most people rely on aircraftto cross over the river), but it does allowsome of the farmhands to commute tothe ranch using boats.

The remainder of the ranch consists offields of wheat and corn, both of whichare raw materials for the production offuel ethanol. Security sensors surroundboth the buildings and the fields at 50 ftintervals. There is a grid of sensors inthe fields as well; these are also placedat 50 ft intervals. Each sensor has amotion sensor, a standard video camera,and a thermographic camera. All of thesecurity cameras feed into the securitycenter in the guesthouse.

If this adventure is being played as afollow-up to the Blood on the Pavement adventure, the GM should feel free tolocate this ranch across the river fromthe city of New Springfield. This is thedefault location of the ranch, but if thisadventure is being played by itself or ina custom campaign the GM can placethe ranch anywhere on the east bank ofthe Mississippi.

Getting Started

The main consideration when drawingthe PCs into this adventure is to get theplayers and the Friedmonts togetherconvincingly. The Friedmonts approachthe hiring process with great caution; ifthey were to simply post a job ad for thesecurity position, it could alert thevandals -- at worst, a vandal might evenapply for the position and get access to

the ranch from the inside. Keep in mindthat neither the Friedmonts nor the PCsknow who is behind the attacks at thispoint.

The best means of having theFriedmonts hire the PCs is by referral.

The PCs should all be at least 3rd levelby the time they are playing thisadventure, so they should have accruedsome contacts in earlier adventures.They may have also gained somenotoriety. If this adventure is beingplayed after the Blood on the Pavement adventure, one of the surviving NPCsfrom that adventure could refer the PCsto the Friedmonts. James Kilroy, the

 journalist NPC from that adventure,could be related to the Friedmonts,

which would serve this purpose well. As far as motivating the PCs to help

the Friedmonts: the ranchers are goodfolks, and they are wealthy good folks.The PCs are hired to stand guard duringthe height of the growing season (aboutone month) and will be paid a +5 Wealthbonus per character at the end of thattime even if there is no attack (which ofcourse there will be!). In addition to thisbonus, they will be paid an addition +2Wealth bonus per character hazard pay

for each altercation that takes place indefense of the ranch.

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Encounter 1: Meet the Friedmonts(EL 0)During the first encounter of thisadventure, the PCs will be introduced tothe Friedmonts and becomeaccustomed to life on the farm. There

are a host of NPCs to meet at the ranch,including Margaret Friedmont (thematriarch), Jimbo Friedmont (her son),Mary Friedmont (Jimbo’s wife), Jimbo Jr.(Jimbo and Mary’s son), and two dozenfarm hands.

Margaret Friedmont is 78 years old,and is a Level 4 Smart Hero. 45-year-old Jimbo is a Level 2 Strong/Level 1Smart Hero, 43-year-old Mary is a Level2 Dedicated Hero, and 19-year-oldJunior is a Level 1 Strong Hero. The

farm hands are mostly Level 1 StrongOrdinaries, but the GM could makesome unique farmhands.

Jimbo Friedmont (Strong Hero2/Smart Hero 1): CR 3; Medium-sizehuman; HD 2d8+1d6+6; hp 28; Mas 12;Init +1; Spd 30 ft.; Defense 13, touch 13,flat-footed 12; BAB +2; Grap +5,Atk +5melee (1d4+3, knife), or +3 ranged (2d8S&W M29); FS 5 ft. by 5 ft.; Reach 5 ft.;

 AL none; SV Fort +3, Ref +1, Will +1;

 AP 11; Rep +0; Str 16, Dex 13, Con 12,Int 14, Wis 13, Cha 13.

Occupation: Rural (bonus skills:Drive, Repair; bonus feat: PersonalFirearms Proficiency).

Skills: Craft (mechanical) +8, Craft(structural) +10, Drive +6, Knowledge(earth and life sciences) +7, Profession+6, Repair +10.

Feats, Talents and Special Abi liti es:Simple Weapons Proficiency, Brawl,Builder (mechanical, structural), Surface

Vehicle Operation, Toughness, ExtremeEffort, Savant (repair).

Possessions: Knife, S&W M29 (.44magnum revolver), .44 ammo x30, workclothes, Unicom PDA.

Jimbo Jr . (Strong Hero 1): CR 1;Medium-size human; HD 1d8+2; hp 10;Mas 14; Init +0; Spd 30 ft.; Defense 14,touch 11, flat-footed 14; BAB +1; Grap+4; Atk +4 melee (1d4+3, knife), or +1

ranged (2d4, Pathfinder); FS 5 ft. by 5ft.; Reach 5 ft.; AL none; SV Fort +3, Ref+0, Will -0; AP 5; Rep +0; Str 17, Dex10, Con 14, Int 11, Wis 8, Cha 15.

Occupation: Student (bonus skills:Knowledge (earth and life sciences,business, technology)).

Skills: Computer Use +4, Handle Animal +4, Knowledge (current events)+6, Knowledge (popular culture) +2,Repair +2, Research +2.

Feats, Talents and Special Ab ilit ies: 

Simple Weapons Proficiency, PersonalFirearms Proficiency, Light ArmorProficiency, Melee Smash.

Possessions: Knife, Pathfinder (.22revolver), .22 ammo x18, undercovervest, street clothes, Unicom PDA.

Farmhand (Strong Ordinary 1): CR1/2; Medium-size human; HD 1d8+1; hp5; Mas 12; Init +1; Spd 30 ft.; Defense12, touch 12, flat-footed 11; BAB +1;Grap +3; Atk +3 melee (1d6+2, baton),or +2 ranged (2d6, Beretta 92F); FS 5 ft.by 5 ft.; Reach 5 ft; SV Fort +2, Ref +1,Will +1; AP 0; Rep +0; Str 14, Dex 12,Con 12, Int 10, Wis 12, Cha 10.

Occupation: Rural (bonus feat:Personal Firearms Proficiency; bonusskills: Drive, Ride).

Skills: Craft (structural) +5, Handle Animal +5, Repair +3, Drive +4.

Feats: Simple Weapons Proficiency, Animal Affinity, Builder.

Possessions: Metal baton, Berretta

92F (9mm autoloader), 9mm x30, workclothes, Unicom PDA.

 After making the necessaryarrangements with the Friedmonts totake the job, the PCs will meet Jimbo forthe first time at a dock on the westernshore of the Mississippi across from the

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to add or subtract gang members toadjust the challenge to fit the PCs’abilities. The gang will most likely splitup, leaving a few vandals to torch thefields while Gil and the remaining gangmembers head towards the buildings to

do some damage. As you might expect,this takes place in the dead of night.One of the PCs has the graveyard shifton the security center; if the PC on shiftis sleeping at the wheel, the alarmswon’t go off until the fields are burning.So long as someone is at the controls,the PCs will be alerted once the ganggets within 25 feet of the outer sensorperimeter. Alarms do not blare across all the

fields, but they will sound inside all of

the buildings if the PC on watch setsthem off (as he should) when he spotsintruders in the dead of night. How thePCs deal with Gil and his gang is up tothem, but expect most of the attackersto die rather than surrender. If the PCstake Gil alive they may be able to getsome information out of him, but they’llhave much better luck extractinginformation out of his Unicom.

Encounter 3: Aftermath of the Siege

(EL 1) After the attack, the PCs will want to tryto get some information from theirattackers -- even the dead ones. Thegang members don’t know much ofanything, as Gil pulled all the strings.

 About all the PCs will get out of a gangmember using an Intimidate check DC10 is that Gil is the boss. If Gil is stillalive, a successful Intimidate check DC15 will get Charles Winter’s name out ofhim, but that is all he knows. If Gil is

dead, a successful Computer Use checkDC 17 will extract Winter’s name andcontact information from his Unicom(this can be done while he is alive aswell, if the PCs take his stuff).

There is not much else to do with Giland his gang at this point, so it is just amatter of deciding what to do with them.If they are all dead, getting rid of their

bodies is a good idea. If most or all ofthem have been taken alive, turningthem in to the police is a good idea. Asuccessful Research check DC 15 willreveal that they all have outstandingarrest warrants, so the police will arrest

them even if the charges for vandalismand assault don’t stick.

Encounter 4: Following the Money(EL 2)The next stage is to locate CharlesWinters, find out whether he is thebehind the attacks, and who he isworking for, if anyone. Research orGather Information checks (DC 15) willtell the PCs that Winters is anexperienced military man, so the direct

approach might not be very effective. Ifthe PCs have downloaded the contactinformation from Gil’s Unicom, theyhave Winter’s work number, phonenumber, and business address. Payinghis place of business a visit, after hours,might be a good idea.

If the PCs want to break into Winter’soffice, they will need to get throughsome security. A Disable Device checkDC 18 will disable the electronic lock onthe door to the office. A Search check

DC 15 will uncover some checks forlarge amounts of money from WilliamConner, with dates suspiciously nearthose of the previous attacks. AComputer Use check DC 18 on hiscomputer will uncover communicationsbetween Winters and Connor going overthe details of invading the FriedmontRanch.

If the PCs try tracking down Winters toget the info in person, they will have amuch more difficult time. Winters is a

heroic Level 2 Smart/Level 3 Strong 3heroic NPC; he will be difficult tointimidate or trick into revealinginformation. If he finds out that the PCswork for the Friedmonts, he will beopenly hostile; he will attack them if heis able, evade them, and attempt toreach Conner to inform him of the new

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situation. However, tailing him to Connermight not be a bad idea either.

The final link in the chain leads toWilliam Conner, who is a Level 4Charismatic heroic NPC. At this point, ifthe PCs have gathered enough

incriminating information, they can gostraight to the police. If they haven’tfound any hard evidence, approachinghim with a hidden recording device andgetting him to admit to being behind theattacks might do the trick. Of course, alaser to the brain will prevent Connerfrom harassing the Friedmonts as well.

ConclusionOnce they have taken care of Conner,the PCs have accomplished their

mission. At this point they can collecttheir fee from the Friedmonts: a wealthbonus of +5, plus an additional +2 foreach fight they got into on behalf of theFriedmonts. (The second encounter, thesiege, should increase the PCs’ take toat least +7.) Afterwards, the PCs willalways be welcome at the FriedmontRanch. With Conner in jail and/or dead,his land empire begins to crumble.Ironically, the Friedmonts wind upbuying a large chunk of his land.

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Zero-G Black Jack

New Vegas: A small bubble of paradisefloating in the cold black waters of space;a place of respite for the wearyspacefarer; an insulated cauldron ofdebauchery away from the prying eyesof invasive governments. The NewVegas Recreational Space Station is allof these things and more, and it is thesetting of this adventure into the DarkHorizons universe. While visiting NewVegas for business, pleasure, or just astop along the road, the heroes findthemselves trapped when the entirestation is put on emergency lockdown.The only way to get out is to find amissing courier with a secret of galacticimportance locked away in his brain.

 And if the heroes want to try to net anice profit on the side, who's to complain?Not the station casino, that's for sure!

PreparationTo run this adventure, the GM needs thed20 Modern Roleplaying Game, d20Future, and the Dark Horizons UniverseCampaign Setting. This adventure isbest suited for a party of 5th level

characters.

Background InfoThe New Vegas Station is located alonga trade route of space stations that liesbetween the orbits of Earth and Mars.The dominant station on this circuit isthe neutral ground of Midpoint Station, acolossal outpost built in the early days ofthe terraforming of Mars. MidpointStation follows its own artificial orbit insuch a way that it is usually halfway

between Earth and Mars, allowing it toserve as a refueling station andevacuation route for ships travelingbetween the two now-habitable planets. As the completion of Martian

terraforming drew near, colonists beganflocking to Midpoint Station. In responseto potentially dangerous overpopulation,the leaders of Midpoint station

negotiated the Midpoint Charter with theFederated States and the Rising Suns.Both the Eastern Confederation and theMartian Consortium, along with manyother independent nations, later signedthe Midpoint Charter as well.

The Midpoint Charter allows any partyto build a space station in synchronousorbit with Midpoint, and grants that partysovereignty over a sector of spacesurrounding the station and proportionalin volume to the size of the station'spopulation. Midpoint Station itself hasthe authority to regulate all spacestations created under the MidpointCharter, but in common practice doeslittle more than keep the peace whenterritorial disputes arise; on the whole,

these stations are left alone to regulatethemselves internally. Upon thefinalization of the Charter, a flood ofpeople seeking escape, profit, andpersonal freedom took to space to carveout their own little niches. By the timethis adventure takes place there is a ringof thousands of space stations, butthere is room for literally hundreds ofthousands more – space is big.

Often referred to as "The Long Road";this ring of space stations serves as a

trade route along which slow short-range space craft travel, buying andselling goods on their journeys betweenEarth and Mars. The main exports ofmost space stations are electrical powerand unprocessed ore. Both Mars andEarth are dependant on the stations ofthe Long Road for power, as Earth hasdepleted all of its fossil fuels and Marsnever had any fossils in the first place.Many stations "farm" solar energy usingfields (measuring miles across) of solar

collectors in free-fall. Ships carryinghuge electrical storage cells tradematerial resources for electrical power,which they then sell planet-side at aprofit.

Other space stations are miningoperations, making forays into thenearby asteroid belt for raw materials tosell to the resource-starved planets and

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to other space stations. Asteroid miningis a profitable business, but also adangerous one. The rise ofinterplanetary trade has beenaccompanied by the rise ofinterplanetary piracy, and it is a poorly

kept secret that most space pirates callthe asteroid belt home.

Still other space stations have morespecialized industries, and the NewVegas Recreational Station is a goodexample. It serves as a rest stop forweary (and often wealthy) traders andas an exotic resort for Terrans andMartians. It also serves as a stagingground for interplanetary crime-lordsand black markets.

 Adventu re Plot Bas icsThis adventure revolves around trackingdown, dead or alive, a missing man whois believed to be somewhere on theNew Vegas Station. At the outset of theadventure the heroes are most likely offsomewhere gambling or otherwiseenjoying one of the many forms ofentertainment to be found. Feel free toallow the heroes to indulge themselves,if most of the players are so inclined.

Early in the festivities, an

announcement rings out in all sectionsof the station that New Vegas is under atemporary quarantine order and hasbeen locked down. The announcementcontinues, explaining that the lockdownis only a basic security procedure andimploring the listeners to go about theirbusiness until the quarantine is lifted.The heroes soon discover that thereason for the station-wide lockdown isthe disappearance of man who,according to authorities, must not be

allowed to leave the station. The heroesmust then follow a series of clues,survive a few close calls, and eventuallyconfront the missing man's abductors.

If the players are astute investigators,or just plain lucky, they might alsodiscover that there is more going onthan meets the eye. The missing man isin fact a courier in the employ of the

Rising Suns, and is carrying plans for anew state-of-the-art quantum electrinodrive (QED). This new QED is a versionof the faster-than-light starship drive thathas been miniaturized so that it can beinstalled in an ultra-light fighter. The

plans themselves are stored in aspecialized Core upgrade implantedwithin the courier's brain. Two questionsremain: who is attempting to steal theplans, and who told the thief or thievesabout their existence?

Site InformationNew Vegas itself is colossal spacestation supporting a population largeenough to fill a small city. There are noexplicit rules for space stations in any of

the books that this module requires.However, the starship rules foundChapter 7 of d20 Future providedinspiration for some improvised rulesthat sufficient for the purposes of thisadventure.

For starters, New Vegas is big,measuring 4,000 feet across and 6,000feet deep (use the feet across on a gridwhen interacting with starships). Thestation has stats similar to those of asuperheavy starship, with double the

size and a huge population capacity atthe cost of being unable to move out ofits orbit. The station’s maximumcapacity for visitors (passengers) is8,000, with space for both a crew of 600and 1,400 service employees, bringingits total capacity to 10,000 individuals.The station’s life support system iscapable of maintaining 12,000 people inan emergency, and the station has anartificial gravity generator that produces1G for the entire station.

If the New Vegas Station becomesinvolved in combat, it is alwaysflatfooted and has a flatfooted defenseof 2 (10 - 8 Colossal size modifier), ahardness of 40, 35,000 hit points and atactical speed of 0. The station itself isunarmed but boasts a complement of 25

 Assault Fighters (described in Chapter 7of d20 Future), in addition to being

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under the protection of Midpoint Stationand all major political factions inaccordance with the Midpoint Charter.

When viewed from space, New VegasStation bears a strong resemblance to amushroom – its central docking area

resembles a stalk and the domedhabitation center makes up the “cap”.The docking area can house severaldozen light and ultra-light visitingstarships, and has facilities to dock withships of any size that are simplydropping off passengers. The habitationdome is separated into 3 sectors: theslums, the mid-class sector and the elitesector. Each sector has its own housingand its own unique class ofentertainment.

The slum sector is the largest sectorand the closest to the docking area. Theslum sector was originally known as thebudget sector, but over time this sectorhas filled up with those who havegambled their lives away to the pointthat they cannot even afford to bookpassage off New Vegas. These trappedpeople either become poorly paidstation employees or join local gangsuntil they can afford to leave. Somepeople start a new life on New Vegas in

this manner. The main attraction in thissector is the Arena, home to some ofthe most brutal sporting events in knownspace, including battles in whichgladiators fight to the death. This sectoralso sports a massive bazaar that ishome to a highly accessible blackmarket. The Knowledge (streetwise) DCto find this black market is only 13. Theslum sector is also the location of low-cost housing for most of the station’semployees.

The mid-class sector is the destinationfor visitors who are considered “middleclass” by futuristic standards. Thismiddle-sized sector is home to moremundane entertainments, includingtraditional casinos, various shows,movie theatres, and fine restaurants.Most visitors to this sector are spacemerchants, soldiers on shore leave, and

vacationing families from the planets orother stations. Such visitors who arestaying for more than one day areusually housed in this sector.

The smallest sector is the elite sector,where the upper crust of society stays

when visiting New Vegas. Here royalty,political leaders, celebrities, and the justplain filthy-rich are catered to in everyconceivable way. Passage to the elitesector is restricted to those who canafford a pass (purchase DC 30).

New Vegas Station has specificsecurity policies regarding the kinds ofweapons and armor allowed onto thestation. All armor is allowed on thestation, up to and including personalpowered armor. Melee weapons for the

purpose of self-defense are alsopermitted to visitors. Pistols are allowed,but must be peace-tied. A peace tie is asmall metallic device that prevents aweapon from being fired; it has 2 hit-points and a hardness of 8 (for moreinformation, see Chapter 6 in this guide).If a peace tie is tampered with, it sendsa signal to the station security centerthat identifies the weapon’s owner andindicates its current location. This signaldoes not function outside the station.

Weapons such as rifles, heavy weapons,grenades, and high explosives arebanned from the station, but may be leftin storage lockers that can be rented inthe docking area.

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Getting StartedTo get the story going, find out why theheroes are at New Vegas. The mostobvious reason for visiting is to partakein the various forms of recreation andentertainment the station has to offer.

One hero might just have finished alucrative venture, and may wish tomultiply his earnings with somecompulsive gambling in the casinos.

 Another may have come to see (or takepart in) the brutal gladiatorial fights inthe slums section, while a third plans toenjoy the high theatre found in the elitesection. Or the heroes might not havecome for entertainment at all: a heromight be in New Vegas to arrange abusiness transaction, to look for work, or

to make contact with black marketconnections in the station's underworld.

Once you and the players establishwhy the heroes are in New Vegas, allowthe heroes to explore their stories for ashort amount of time. Find an opportunemoment to interrupt and get the players’attention with the quarantineannouncement. How do the heroesreact? Who wants to escape from thestation? Who keeps gambling, working,or minding his business? Who seeks out

the authorities in hopes of determiningwhat is going on? Their reactions willessentially fall into two categories:investigating the situation or declining toinvestigate. A player who investigatesthe situation will meet the station’ssecurity chief directly; a player whodeclines to investigate will be trackeddown by the security chief. Keep in mindthat the security chief is aware of thepresence of each hero (who would havebeen required to register to board the

station), and may know the reputation ofeach hero. In either case, the heroes willbe hired by the security chief to trackdown the missing man.

Encounter 1: Meeting with SecurityChief Zilas (EL 0) 

 After a brief period spent exploring thestation and taking in the sights, theheroes hear the followingannouncement ring out across New

Vegas Recreational Station: "Attentionall Guests and Personnel: This spacestation is under a temporary quarantineorder, and will be locked down untilfurther notice. Do not be alarmed; thislockdown is not a response to any formof contamination, but is for securitypurposes only. All passage on or off thestation is prohibited during the lockdown,and occupants passing between sectorswill be subject to screening. Guests willnot be charged for their stay for the

duration of the lockdown. Feel free to goabout your business while on NewVegas. We apologize for anyinconvenience, and thank you for yourco-operation.”

This message repeats for nearly halfan hour, each time in a differentlanguage. What happens next dependson what the heroes decide what to do. Ifthey continue to go about their business,the security forces of the station willeventually seek them out. If they decide

to investigate, the most obvious thing forthem to do is visit the closest securitystation. If they decide to ask around first,a Gather Information check DC 15 willfind out that the security forces arelooking for someone, and that there maybe a reward involved. If the heroes go toa security station they will be asked towait a few minutes, and at the end ofthat time Station Security Chief Zilas willarrive and offer them the job of trackingdown a missing man known as Sid "The

Mollusk" Jelter.If the heroes don't approach a security

station voluntarily, Zilas will go to them.If the heroes attempt to move betweensections of the station, the securityscreening employees will stall them longenough for Zilas to arrive (less than 15minutes), and if the heroes return to

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their living accommodations, Zilas willbe waiting for them there.

Security Chief Zilas is a Smart 2/FieldOfficer 5 Heroic character. Like mostspace station dwellers he appears to bemultiracial in background, with features

that are neither Asian nor Caucasian,but are reminiscent of each. He is in hislate 40's, with straight black hairbeginning to gray; he wears his hairshort above his blue-gray uniform

 jumpsuit. He receives all reports on"persons of interest" who enter NewVegas, and the heroes all fit thatdescription. Zilas has connections to theintelligence communities of all three ofEarth’s major political factions; all butthe most restricted information that each

community has gathered about theheroes is at his disposal. For the mostpart, this means that he knows that theheroes are capable, even if he cannotfully trust them.

Zilas does not want to investigateSid's disappearance with his own forcesfor two reasons. First, if guests catchwind that someone is missing it maycause a panic. Second, Zilas stronglysuspects that some of his men haveconnections to local criminal

organizations that might be involved.(As a side note, Zilas tolerates the localcrime bosses because they both keeptheir gangs in line and run the localblack market – one of the unadvertisedattractions of the station.)

Zilas gives the heroes the followinginformation: that Sid “The Mollusk” Jelter,a courier in the employ of the RisingSuns who only recently arrived at NewVegas, has gone missing. (If anyoneasks why he's called “The Mollusk”, it's

because he is slippery and spineless,but has a tough shell.) Sid had beencarrying a peace-tied laser pistol, andabout an hour before the lockdown itspeace-tie was disabled in the slumsector's bazaar.

The heroes’ first task is to find out ifSid is alive or dead. If he is dead, theymust then find his remains and whoever

killed him. The station will be underlockdown until they find him, and if theytake the mission and succeed, they willreceive a cash reward equal to a Wealthbonus of +17 to be distributed amongthe heroes. Upon accepting the mission,

they will be issued pictures of Sid, asecurity force communicator, and theco-ordinates of the location in thebazaar where his pistol was fired. Zilasalso removes the peace-ties from all oftheir weapons.

Encounter 2: Search the last knownlocation of Sid " The Mollusk" Jelter(EL 1)The search for Sid takes the heroes tothe slum sector of New Vegas. The

slums are the largest area in the entirestation, but thanks to Sid's peace-tietransmitter the search area has beennarrowed to a single sub-sector that isroughly 150 feet by 150 feet in area and50 feet high. This specific sub-sector islabeled B-043 (Budget Sector Forty-Three), but the local residents refer tothe area as "Slop-Mart." Visitors rarelycome to this area, as it is the primaryfood market for the Station’s moredestitute permanent residents.

This area is dominated by one majorstreet lined with carts selling low-qualityfood and household items. (The heroesenter at the "south" end of the street.)Many of the street vendors sell what theheroes consider vermin as food, andmost of the other items available are oflittle interest. Exits to adjoining sectorsand internal transportation can be foundat either end of the street. Side alleysfive feet in width shoot off from the mainstreet on both sides at 20-foot intervals,

and the buildings that define the alleysand streets reach all the way up to theceiling of the slum sub-sector. Theseblockish gray buildings are constructedof a cheap polymer constructionmaterial, with simple signs longobscured by graffiti. They serveprimarily as storage for vendors, but

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some have been converted into cheaphousing.

It is early in the morning for this sector,and most of the vendors are justbeginning to set up shop. Several smallgroups of children are running and

playing. Many of these children havebeen abandoned here, where one of thebuildings houses an orphanage. Thereare a few people out and about besidesthe vendors; most of them are olderladies who gossip and look after thechildren as they shop. The total numberof people out in the open is 19 streetvendors, 2 elderly men, 5 elderly women,and 34 children for a total of 60 people.

In order to progress in this encounterthe heroes will need to make one or

more critical skill checks. The objectivehere is to eventually find the remains ofSid Jelter, which are located in this area.Sid has been killed, and his head hasbeen removed. His headless corpse hasbeen hidden under piles of garbage inthe alley furthest "northeast" in thissector.

In order to find Sid, the heroes canattempt a combination of several skillchecks. An Investigate check (DC 14)with the local adults will uncover that Sid

was seen entering the area yesterday,but that no one saw him leave. A GatherInformation check (DC 15) with theadults will uncover that some of thechildren were excited about findingsomething odd that morning. A GatherInformation or Diplomacy check (DC 17)with the local orphans will uncover thatthey found a laser pistol with depletedammo in the alley in which Sid's corpse,and they will point the heroes in thedirection of that alley. A Search check is

then required to find Sid. If the heroeshaven't found out about the laser, theDC to find Sid is 30; if they have, thenthe DC is only 12.

When the heroes find Sid andexamine his corpse they will find that hewas stabbed several times beforedecapitation. The neck wound iscauterized as though he were

decapitated with a laser, and his ownlaser pistol may have been used for thispurpose. They find both a long burnmark and a fair amount of blood (fromthe stab wounds) on the ground nearthe corpse, making it clear that he was

most likely killed and decapitated rightthere in the alley. In one of his pocketsthey find a piece of paper on which iswritten the address of one of the nearbybuildings, along with the words "sidedoor" and the question "Have you seenmy dog?"

Encounter 3: Encounter with CrimeBoss Filk (EL 2 or 5)The address on the note found on Sid'sremains is that of a nearby warehouse

in sub-sector B-043, the 4th building fromthe southern entrance on the west side(across the street and 3 blocks to theright from the alley with Sid's corpse). Ifthe heroes check out the side door atthat building, knock, and say, "Have youseen my dog?" to the doorman, they willbe allowed peaceably into the office ofFilk, the local crime boss and blackmarket vendor. The phrase "Have youseen my dog?" is the password thatgrants entry, and indicates as well that

the speaker is interested in buying orselling on the black market.

Filk is a mid-level drug dealer (ToughOrdinary 3/Charismatic Ordinary 3) asdescribed Chapter 8 of the d20 ModernRoleplaying Game, with the followingtwo alterations: first, instead of a lightundercover shirt he wears a micron vest;second, instead of a 9mm pistol hecarries a binary laser (2d8 fire plus 1temp Con damage, crit 19-20); note thathis laser is not peace-tied. He has two

power cells for his binary laser, each ofwhich allows him 40 shots.

In addition, three low-level gangmembers guard him (Fast Ordinary1/Tough Ordinary 1; for more, seeChapter 8 of the d20 ModernRoleplaying Game). Each of these gangmembers carries a high-frequencysword (2d6 slashing, crit 19-20) instead

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of the 9mm pistols described in the d20Modern Roleplaying Game. One ofthese gang members is the doorman.

If the heroes use the password toenter Filk's office, they can simply talk tohim to get the info they need. If the

heroes make a Diplomacy check (DC15), Filk will tell them that Sid came byyesterday claiming he was interested inselling some top-notch military secret,but that the gang didn't believe him andkicked him out. Filk will also tell theheroes that his crime lieutenant, Silver,snuck out just after Sid’s short visit andhasn't been seen since. Filk, wanting towash his hands of the entire affair, givesthe heroes the location of Silver's safehouse. If the heroes get this information

by talking to Filk as described, the ELfor this encounter is only 2.

If the heroes take the kick-in-the-doorapproach instead, Filk and his guardswill attack them. The office is a smallroom, 20 feet by 30 feet, containing adesk on which sits a computer, a couchfacing a TV, and a chair by the door. Ifthe heroes kill or knock out two or moreof Filk's guards, he will surrender andgive them the information described inthe previous paragraph. If the heroes kill

Filk, his guards will fight to the death,but the heroes will be able to extract theinformation about Silver and his locationfrom Filk's computer with a ComputerUse check, DC 10. Taking the combatapproach makes this a Level 5encounter. 

Encounter 4: Encounter with Silverand the Cy-Gen Sleeper (EL 7)Silver's safe house is in the next sub-sector to the north, B-044, which is

entirely a warehouse area. This sub-sector has the same basic layout as B-043, but it is devoid of people. Silver'ssafe house is in the warehouseimmediately to the right of the sector’ssouthern entrance, which is where theheroes will most likely start. The safehouse is on the top (third) floor of thewarehouse, and can be accessed only

through a door at the top of an exteriorstaircase.

Inside the safe house are Silver, anunknown ally of Silver, and a cold-storage container containing Sid'ssevered head. The safe house is 20 feet

wide by 65 feet long. The back of thesafe house appears to be used as livingspace; it contains two cots and amakeshift cooking space. This livingarea takes up an area of about 20 feetby 20 feet. Roughly in the middle of theremaining 20-foot by 45-foot area are 5plastic chairs, haphazardly arranged,and a desk. The cold-storage containerholding Sid's head is on the desk, andSilver’s unidentified ally is sitting at thedesk looking through some papers.

Silver is sitting in a chair near the door,and is actively listening for intruders.Both Silver and his mysterious ally willattack anyone who enters the safehouse.

Silver is a mid-level criminal (FastOrdinary 3/Smart Ordinary 3) asdescribed in Chapter 8 of the d20Modern Roleplaying Game, except thatinstead of a pistol he carries a dartcaster with 20 poison darts (1d4 piercingplus 1d2 temp Con damage, Fort save

DC 14 negates). Silver’s mysterious allyis a genetically modified Cy-Gen sleeperagent. This nameless Cy-Gen is aheroic character with the followingcharacteristics:

Cy-Gen Sleeper (Charismatic3/Swind ler 2): CR 5; Medium-sizehumanoid (Cy-Gen); HD 5d6+5; hp 26;Mas 14; Init +1; Spd 30 ft.; Defense 13(+1 Dex, +1 equipment bonus, +1class); BAB +2; Atk +2 melee (1d4

piercing, crysanium boot knife), or +3ranged (2d8 fire, laser pistol); FS 5 ft. by5 ft.; Reach 5 ft.; AL Cy-gens; SV Fort+3, Ref +5, Will +2; AP 28; Rep +2; Str11, Dex 13, Con 12, Int 11, Wis 7, Cha16.

Occupation: Criminal (bonus feat:Personal Firearms Proficiency; classskills: Disguise, Gamble).

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  Skills: Bluff +11, Diplomacy +11,Disguise +12, Gamble +12, GatherInformation +11, Knowledge (streetwise)+8, Intimidate +11.

Feats, Talents, and Class Features: Fast-Talk, Coordinate, Cheat Fate,

Thousand Faces, Simple WeaponsProficiency, Deceptive, Low Profile,

 Armor Proficiency (light), PersonalFirearms Proficiency, Nimble.

Species Traits : Electrical Weakness,Fast Heal, Genetic Breed, Perfect Build,Superior Threshold.

Possessions: Crysanium boot knife,laser pistol, micron vest, stolen securityforce uniform, various gear.

If the heroes succeed at a Move

Silently check against Silver's Listencheck while approaching the safe housethey will have a surprise round. Whenthey first make contact, heroes whosucceed at a Spot check (DC 15) willnotice that the Cy-Gen is nearly identicalto Zilas, except that he has blond hairand emerald-colored eyes. Oncecombat is engaged, both Silver and hisCy-Gen ally will fight to the death.

Conclusion

 After the heroes dispatch Silver and hismysterious partner, they will make thegruesome discovery of Sid's head in thesmall cold-storage container left on thedesk in the safe house. As this is thefinal piece of the gory puzzle, all that isleft to do is contact Zilas and let himknow what they found, in exchange fortheir reward. Further investigations byZilas discover that Silver's ally was aCy-Gen sleeper agent with a special gift:the ability to alter his appearance by

changing his very bone structure at acellular level. Fortunately, this abilitytakes nearly a day to take full effect. Itappears that this one was attempting todisguise himself as Security Chief Zilashimself, which would have enabled himto walk right off the station with Sid'shead, no questions asked. However,

Zilas was not able to learn for whom thismysterious Cy-Gen was working …

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Open Gaming L icense

Designation of Product IdentityThe following items are hereby designated as ProductIdentity in accordance with Section 1(e) of the OpenGaming License, version 1.0a: Any and all Max GamingTechnologies or MGT logos and identifying marks aretrade dress, including all Max Gaming TechnologiesProduct and Product Line names, including but notlimited to: Dark Horizons Universe; Dark HorizonsUniverse Campaign Setting; “If you thought man’s pastwas dark, wait till you see his future – Dark HorizonsUniverse”; all text describing any creature, TechProgram, quantum electrino drive, weapon, armor,cybergenetic(s), Core Implant or Core upgrade,powered armor, or NPC; any elements of the DarkHorizons Universe setting, including but not limited tocapitalized names; names of Tech Programs,characters, creatures, species, non Sol-system planets,or corporations; Eastern Confederation, FederatedStates, Rising Suns, Martian Consortium, MidpointStation, Cy-Gen, Valence, and Irritus; any and allstorylines, stories, plots, and dialogue; all artwork,symbols, designs, depictions, illustrations, maps and

cartography, likenesses, poses, logos, and graphicdesigns, except such elements that already appear inthe d20 System Reference Document and are alreadyOGC by virtue of appearing there. The above ProductIdentity is not Open Game Content.

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You may use any authorized version of this License tocopy, modify and distribute any Open Game Contentoriginally distributed under any version of this License.

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