TEXT:  
   
   
  Dark Horizons Universe Campaign Setting 
   
  If you thought man’s past was dark, wait until you see his future. 
   
   
   
   
   
   
   
  Published by MGT Press, a division of Max Gaming Technologies, LLC  
   
  Requires the use of the d20 Modern Roleplaying Game Core Rulebook and d20 Future, 
  published by Wizards of the Coast, Inc
  
  Dark Horizons Universe Campaign Setting 
   
                        
   
  © 2005 Max Gaming Technologies, LLC 
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  Credits 
   
   
   
  Game Designers 
  Richard Breyer 
  Brian Hammack 
  Erik Frankhouse 
   
  Creature Designer 
  Kevin Rank 
   
  Story and Timeline 
  Brian Hammack 
   
  Editors 
  Richard Breyer 
  Edward Gardner 
  Jennifer Kohl 
   
  Artwork 
  Aaron Canaday 
  Logan Foster 
  Erik Frankhouse 
  Michael Fuchs 
  Nauris Krauze 
  Dieter Ludman 
  Todd Westcot 
   
  Based on an original concept by 
  Adrian Wright 
   
  Original concept art by 
  Phil Lazzaro 
   
   
  For more information on the Dark Horizons Universe Campaign Setting visit 
  http://www.darkhorizons-rpg.com 
   
   
   
   
   
   
   
  ‘d20 System' and the 'd20 System' logo are trademarks of Wizards of the Coast, Inc. and are used according 
  to 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 the 
  United States and other countries and are used with permission. 
   
  
  Dark Horizons Universe Campaign Setting 
   
                        
   
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  Table of Contents 
   
  Introduction .................................................................................................................- 5 - 
  Chapter 1: The Dark Horizons Universe ...................................................................- 6 - 
  Political Factions .......................................................................................................- 7 - 
  Chapter 2: New Species ...........................................................................................- 13 - 
  Cy-Gen....................................................................................................................- 15 - 
  Nomad.....................................................................................................................- 17 - 
  Valence ...................................................................................................................- 19 - 
  Chapter 3: New Character Options..........................................................................- 21 - 
  New Occupations....................................................................................................- 21 - 
  New Feats...............................................................................................................- 22 - 
  Chapter 4: New Advanced Classes .........................................................................- 25 - 
  Emergency Nano-Tech ...........................................................................................- 26 - 
  Encoder...................................................................................................................- 29 - 
  Enforcer...................................................................................................................- 32 - 
  Free Trader .............................................................................................................- 35 - 
  Genomorph .............................................................................................................- 38 - 
  Huntsman................................................................................................................- 41 - 
  Myrmidon ................................................................................................................- 46 - 
  Templar...................................................................................................................- 49 - 
  Chapter 5: New Weapons.........................................................................................- 52 - 
  Weapon Gadgets ....................................................................................................- 52 - 
  Melee Weapons ......................................................................................................- 52 - 
  Ranged Weapons ...................................................................................................- 54 - 
  Ammunition .............................................................................................................- 59 - 
  Chapter 6: New Armor ..............................................................................................- 62 - 
  New Powered Armor...............................................................................................- 64 - 
  Chapter 7: Advanced Powered Armor ....................................................................- 66 - 
  Advanced Powered Armor Types ...........................................................................- 66 - 
  Powered Armor Gadgets.........................................................................................- 72 - 
  Powered Armor Weapons.......................................................................................- 76 - 
  Chapter 8: New Cybernetics ....................................................................................- 79 - 
  Chapter 9: The Core Implant....................................................................................- 81 - 
  Core Upgrades........................................................................................................- 82 - 
  Chapter 10: Robotics................................................................................................- 84 - 
  Tech Drones............................................................................................................- 84 - 
  New Robotic Components ......................................................................................- 86 - 
  Aerodyne Vehicles and Equipment.........................................................................- 87 - 
  New Land Vehicles .................................................................................................- 89 - 
  New Marine Vehicles ..............................................................................................- 91 - 
  New Air Vehicles.....................................................................................................- 91 - 
  Chapter 12: New Starships.......................................................................................- 92 - 
  New Starship Engines.............................................................................................- 97 - 
  New Starship Weapons.........................................................................................- 100 - 
  Other New Starship Equipment.................................................................................102 
  Sample Fabricators...................................................................................................106 
  Fabricator Accessories..............................................................................................107 
  Chapter 14: Tech Programs ....................................................................................... 108 
  
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  Tech Program Descriptions.......................................................................................110 
  Tech Programs List...................................................................................................141 
  Chapter 15: Allies and Enemies................................................................................. 143 
  Heroic GM characters ...............................................................................................143 
  New Creatures ..........................................................................................................146 
  New Heroic Alien Species.........................................................................................148 
  Chapter 16: Adventures.............................................................................................. 149 
  Blood on the Pavement.............................................................................................149 
  Home on the Radioactive Range ..............................................................................157 
  Zero-G Black Jack.....................................................................................................164 
   
  List of Tables 
   
  Table 4-1: The Emergency Nano-Tech.......................................................................- 26 - 
  Table 4-3: The Encoder ..............................................................................................- 29 - 
  Table 4-5: The Enforcer ..............................................................................................- 32 - 
  Table 4-6: The Free Trader.........................................................................................- 35 - 
  Table 4-8: The Genomorph.........................................................................................- 38 - 
  Table 4-9: The Huntsman ...........................................................................................- 41 - 
  Table 4-10: The Myrmidon..........................................................................................- 46 - 
  Table 4-11: The Templar.............................................................................................- 49 - 
  Table 5-1: Weapons....................................................................................................- 58 - 
  Table 5-2: Bolts, Darts, and Wildfire Shells.................................................................- 61 - 
  Table 5-3: Other Ammunition......................................................................................- 61 - 
  Table 7-2: Powered Armor Weapons..........................................................................- 78 - 
  Table 10-3: Land Vehicle Weapons............................................................................- 90 - 
  Table 10-4: Land Vehicle Ammunition ........................................................................- 90 - 
  Table 10-5: Marine Vehicles .......................................................................................- 91 - 
  Table 10-6: Marine Vehicle Weapons.........................................................................- 91 - 
  Table 10-7: Air Vehicles..............................................................................................- 91 - 
  Table 11-2: Starship Weapons..................................................................................- 101 - 
  
  Dark Horizons Universe Campaign Setting 
   
                        
   
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  Introduction 
  If 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 as 
  you know it has changed.  Mankind has 
  conquered the the galaxy; technological 
  breakthroughs such as the Core Implant, 
  the quantum electrino drive, and 
  cybergenetics have altered his way of 
  life forever; and commerce with other 
  species – including Nomads, Cy-Gens, 
  and the Valence -- has forever changed 
  the way humanity defines itself. 
  However, none of these changes has 
  prepared mankind for the sudden 
  appearance of the Irritus.  
     Whether you participate in a Dark 
  Horizons campaign as a player or as 
  Gamemaster (GM), your actions during 
  the game will help shape mankind’s 
  future – whether for better or for worse 
  is up to you. 
   
  What is the Dark Horizons Universe 
  Campaign Setting? 
  The Dark Horizons universe is a future 
  in which mankind has spread throughout 
  our galaxy, where he has found that he 
  is not alone.  In this book, you will find: 
  � histories of all the major players in 
  this universe that set the stage for 
  epic dramas of profit, war, and 
  survival; 
  � rules for an impressive suite of new 
  playable species, occupations, skills, 
  feats, advanced classes, weapons, 
  armor, vehicles, spacecraft, creatures, 
  ordinaries, and technology 
  compatible with this setting; and 
  � two fully-playable adventures that 
  can be played as written or adapted 
  to your own campaigns. 
     This book must be used in conjunction 
  with d20 Modern Roleplaying Game 
  (which provides all of the rules and 
  background necessary for playing a d20 
  game) and d20 Future. The rules 
  provided in this book are an addition to 
  the rules in both of those books (except 
  that FX abilities, as described in Chapter 
  10 of the d20 Modern Roleplaying Game, 
  do not exist in the Dark Horizons universe). 
  The Dark Horizons universe is essentially 
  Progress Level 7, with Progress Level 6 
  technology widely available.  This setting 
  also offers a small amount of to Progress 
  Level 8 technology. 
     Anything is possible in a Dark 
  Horizons universe campaign – the only 
  limit is your imagination!  Here are just a 
  few examples of characters you might 
  choose to play:  
   
  � A Myrmidon, equipped with the latest 
  in powered armor and formidable 
  weaponry, lending the strength of your 
  arms to the highest bidder 
  � An Emergency Nano-Tech using 
  advanced nanotechnology to mend 
  both man and machine after explosive 
  space battles 
  � An Encoder using your mental link to 
  your tiny flying drone to pillage 
  electronic systems for fun and profit 
  � A Free Trader piloting your ship from 
  asteroid to space station to planet in a 
  constant dance of trade and intrigue 
  � A Valence Enforcer using your innate 
  bio-electrical weaponry to protect your 
  people in walking the strict path of the 
  Valence Code 
  � A Cy-Gen Genomorph altering your 
  physiology at will as you fight a secret, 
  desperate battle for the survival of your 
  scattered people 
  � A Nomad Huntsman striking terror 
  into your prey as you stalk them over 
  the galaxy armed with deadly 
  crysanium weapons 
  
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  Chapter 1: The Dark Horizons Universe 
   
  During the height of the television era, 
  science fiction movies depicted a future 
  in which mankind had overcome his 
  dark past and achieved a higher level of 
  wisdom through his search for 
  knowledge. Early in the 27th century, 
  humanity is actively expanding across 
  the galaxy: Mars has been colonized; 
  Midpoint Station – essentially a 
  manmade planet – floats between Earth 
  and Mars as a testament to what man 
  has accomplished; and starships wink 
  from existence and reappear elsewhere 
  while everything from aerospace fighters 
  to Omnicars flies between planets. 
  Unfortunately, despite all of mankind’s 
  achievements, he still has not achieved 
  the enlightenment predicted by his 
  optimistic forebears. 
     In the first decades of the 21st century, 
  power struggles, economic upheavals, 
  and a nuclear catastrophe plunged the 
  world into chaos. The political landscape 
  of the world that emerged from that 
  chaos was entirely unlike that which had 
  come before: from the ashes of the 
  United States and Europe, the 
  Federated States arose like the phoenix; 
  the long-dormant Soviets awakened 
  from their hibernation as the Eastern 
  Confederation; and the true power of the 
  Asian nations, which had lurked in the 
  shadows for so many generations, 
  emerged into the light as the Rising 
  Suns. 
     Technological advances allowed these 
  new political entities to look off-planet 
  both for resources and for a new kind of 
  power. The first step in mankind’s 
  expansion into space was his successful 
  terraforming and colonization of the red 
  planet. However, Earth’s corruption and 
  oppression inspired the Martian 
  colonists to show their natal planet that 
  Mars was still the god of war. The 
  intercession of the Valence and the 
  Nomads finally swayed the tide of the 
  Revolution, and Mars cast the yoke of 
  Terran Alliance from the planet forever. 
     Both during and after the Martian 
  Revolution, science and technology 
  made leaps and bounds in the fields of 
  nanotechnology, spaceflight, 
  cybergenetics, and warfare. Man and 
  
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  machine were brought closer than ever 
  before in a world where nanometer-
  sized colonies of machines inhabit 
  men’s bodies and computers think and 
  act almost like humans. With all of this 
  new technology, mankind can explore 
  space with the greatest of ease and 
  colonize almost any planet he wishes. 
     Now, some 315 years after the 
  Revolution, the appearance of a 
  potential new threat has re-awakened 
  some of mankind’s old fears.  When 
  alien beings (now known as the Irritus) 
  suddenly materialized from a jumpgate 
  near Midpoint Station, Earth’s 
  governments were thrown into a state of 
  alarm that has yet to fully dissipate.  As 
  though to add to their confusion, the 
  Valence were prompted by the 
  appearance of the Irritus to return from 
  three centuries of self-imposed exile – to 
  warn mankind of the danger the Irritus 
  pose – or so they claim. Now all of the 
  galaxy’s peoples must chart new paths 
  in the face of this new threat. 
   
  Political Factions 
  The history of the Dark Horizons 
  universe is in large part the history of its 
  major political factions. The 
  relationships among these factions have 
  driven mankind’s technological and 
  cultural development more than any 
  other factor.  
   
  Eastern Confederation 
  If any group has perfected the art of 
  subterfuge, it is the Confederation. As 
  far back as the 1990s, the Soviet Union 
  had set about the largest covert 
  operation in history. At that time, the 
  region was in shambles both 
  economically and politically -- the utopia 
  of communism had been nothing more 
  than a pipe dream. Foreseeing the 
  demise of their way of life, the Soviet 
  leaders took their government 
  underground.  The rest of the world, 
  believing that the old regime had fallen, 
  poured both manpower and financial aid 
  into the region.  Decades later, the old 
  guard re-emerged under the leadership 
  of Sergei Zhdanov as the Eastern 
  Confederation. 
     Today the Confederation is as 
  powerful as ever. Confederation 
  scientists pioneered faster-than-light 
  travel with the Quantum Electrino Drive, 
  catapulting humanity across the stars. 
  The Confederation still controls the bulk 
  of the Eurasia and the colonized planets 
  of Atlantis and Exile.  
     Confederation citizens lack great trust 
  in government, whether their own or 
  those of other regions, as a result of 
  negative propaganda spread by the 
  Confederation about its rivals. The 
  Confederation government itself lacks 
  trust in any other faction, resulting in a 
  focus on (and consequent expertise in) 
  black ops attempting to influence the 
  policies of other nations. Of all Earth’s 
  political factions, the Eastern 
  Confederation considers the Federated 
  States its primary rival. Following the 
  Martian Revolution, the Confederation 
  has been most closely allied with the 
  Martian Consortium, and is a major 
  source of weapons and equipment for 
  the Consortium. 
   
  Federated States 
  In August 2010, America’s greatest fear 
  materialized as nuclear explosions 
  ripped apart the eastern United States 
  and parts of Europe. The once-great 
  symbol of freedom was reduced to 
  ashes. However, from those ashes 
  arose a new beacon of Western 
  civilization: the Federated States. 
  Comprising the United States and much 
  of the European Union, the Federated 
  States played a major role in shaping 
  the future of humanity.  Cybergenetics, 
  aerospace jets, and the Cy-Gen species 
  were all created in the research 
  programs of the Federated States. 
     Today the Federated States is more 
  isolationist than at any point in its past. 
  The Court of States does a good job of 
  making its citizens feel safe behind its 
  
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  borders, and the Earthly interests of 
  those citizens stops at those borders.  
  However, since its miserable defeat on 
  Mars, the Federated States has set its 
  sights on expanding to as many other 
  planets as possible – even planets such 
  as Hal Gainna, the hell planet, so hot 
  that it is only barely tolerable for human 
  life.  As it was more than seven 
  centuries ago, the Federated States is 
  once again competing with the Eastern 
  Confederation on the frontier of space. 
     The policies of the Federated States 
  have always been designed to serve the 
  interests of its own people first and 
  those of the rest of the world second. 
  This has created more than one enemy 
  for the Federated States, most notably 
  the Eastern Confederation (long 
  suspected by the Federated States of 
  involvement in the nuclear attack of 
  2010). 
   
  Rising Suns 
  When the U.S. was attacked in 2010, its 
  first move was to recall its military from 
  bases around the world, leaving Japan 
  virtually defenseless. China seized the 
  opportunity to replace US forces with its 
  own.. Since the major powers of Asia 
  combined their resources and 
  governments (or were devoured by a 
  conquering power, as some historians 
  have seen it), the Suns have been 
  responsible for some of humanity’s 
  greatest technological advancements, 
  such as the Core Implant and 
  terraforming technology.  
     Today the Rising Suns is still at the 
  bleeding edge of technological 
  development, especially in the field of 
  cybergenetics. The products of its 
  research labs rival anything created by 
  the Federated States-based Cyber-
  Tronix Corporation. The Rising Suns 
  has just recently begun its expansion to 
  other planets, such as Amateras in the 
  Tau Ceti star system. Of all of the 
  colonized planets, Amateras is 
  considered by many the most beautiful, 
  with ocean covering more than 85% of 
  its surface. The planet’s single continent 
  is populated entirely by genetically 
  engineered creatures in self-sustaining 
  ecosystems, a testament to the success 
  – and further potential – of Rising Suns 
  genetics research. 
     Part of the cultural heritage of the 
  Rising Suns is an outwardly calm 
  presence signaling a sense of 
  superiority over outsiders.   The 
  misperception of this serenity as 
  passivity has led more than one nation 
  to ill-advisedly invade Rising Suns 
  territory, and to learn to their chagrin 
  that the Rising Suns’ Imperial Legion is 
  one of the most effective military forces 
  on Earth. 
     Of the three major political factions 
  based on Earth, the Rising Suns is the 
  most reserved and secretive, and its 
  people are as proud as their ancestors 
  ever were.  The Rising Suns trusts no 
  one and has few dealings with anyone 
  other than the residents of Midpoint 
  Station.   
   
  Martian Consortium 
  For years man dreamed of colonizing 
  Mars, its rust-covered landscape the 
  subject of countless stories, but the 
  sheer cost of the project outweighed the 
  need to make that dream a reality. 
  However, starting around 2185, a 
  combination of factors shifted that 
  balance dramatically: the pressure of 
  Earth’s population and the decline of its 
  resources and habitability on the one 
  hand, and the development of effective 
  terraforming technology by the Rising 
  Suns on the other. In 2237 terraforming 
  was completed and the Red Planet 
  became home to numerous colonists. 
     The Federated States and Rising 
  Suns formed the Terran Alliance to 
  govern Mars, but its governance was 
  not tolerated for long.  After the original 
  group of Cy-Gen workers sent to Mars 
  disappeared, conjecture over their fate 
  and disillusionment over their treatment 
  fueled unrest among the colonists 
  (some of whom spurned Earth’s ways 
  
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  and left the colonies to live as low-tech 
  but well-adapted Nomads), spurring the 
  Terran Alliance to tighten its grip on the 
  planet. In 2287 the Martian colonists 
  joined the Nomads and the Valence in 
  the Martian Consortium, the goal of 
  which was to resist the tyrannical rule of 
  the Alliance.  A short while later, the 
  dominance of the Terran Alliance over 
  the affairs of the Martians was broken.  
     Unfortunately, though, the expulsion of 
  the Terran Alliance did not substantially 
  improve the lot of the Martian settlers.  
  No effective unified 
  government took the 
  place of the Alliance; 
  instead, violence and 
  intrigue accompany 
  the attempts of small-
  time despots to use 
  the colonists to their 
  advantage. This 
  unsettled 
  environment has 
  created a “Don’t 
  bother us, and we 
  won’t bother you” 
  approach to politics, 
  transforming the 
  dream of humanity 
  into a haven for all 
  types of criminals 
  (some estimate that 
  as much as 20% of the population is 
  fugitive from the justice of one or more 
  other locales). 
     The Eastern Confederation is not 
  above profiting from a trade in weapons 
  and supplies with the Martian 
  Consortium, and the other factions are 
  to some extent invested in the planet’s 
  mining operations.  However, since the 
  Revolution, none of the Earth-based 
  factions maintains any diplomatic ties 
  with Earth’s bastard child. 
   
  Midpoint Station 
  When the terraforming and colonization 
  of Mars began in 2190, the increased 
  demand for services related to space 
  travel became too great for either Earth 
  or her new colony to handle. Midpoint 
  Station was built to accommodate this 
  demand; on August 9th, 2235, the 
  fusion reactors of Midpoint Station were 
  activated for the first time. 
     Orbiting the Sun halfway between 
  Earth and Mars, this manmade planet 
  welcomes visitors from all over the 
  galaxy.  Originally used as a research 
  laboratory, a navigation beacon for 
  starships headed to Mars, and a service 
  station for starships, the station now 
  boasts its own government, living 
  facilities, and even its 
  own military. 
     Midpoint Station 
  has grown not only in 
  size, but also in 
  influence: it serves as 
  the base of 
  operations for 
  interplanetary 
  financial exchanges, 
  and houses the 
  governing body for all 
  space stations as well. 
  Each newly colonized 
  planet is orbited by its 
  own space station 
  (originally the colony 
  ship that carried the 
  planet’s colonists and 
  their equipment), 
  under the governance of Midpoint 
  Station. 
     For centuries, Midpoint has remained 
  neutral in all conflicts, allowing space 
  stations to remain safe during wartime.  
  In fact, their rule over space stations 
  throughout human-colonized space 
  serves them as a shield as well. As 
  goes Midpoint, so goes each space 
  station, meaning that every colony has a 
  neutral outpost of Midpoint Station 
  sitting on its doorstep.   
     The residents of Midpoint and many of 
  the other space stations are an 
  eccentric bunch. Midpoint’s neutrality 
  and protective policies tend to isolate 
  them from inter-planetary news and 
  events.  
  
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     Today, as old aggressions are fading 
  into memory, everyone from Valence 
  Enforcers to Nomad Huntsmen can be 
  seen making their way through the 
  station during any average week. 
  
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  Corporations 
  Political factions aren’t the only groups 
  with significant influence in the Dark 
  Horizons universe.  Greed is a potent 
  motivator, driving history from behind 
  the scenes as powerfully as ideology 
  drives history center stage.  Knowing 
  the major corporations is as important to 
  a character in the Dark Horizons 
  universe as knowing the players in the 
  galaxy’s political power struggles.  
   
  Overlord Mercenary Guild 
  The Overlord Mercenary Guild is the 
  source of some of the most effective 
  combat troops in the galaxy.  The 
  Guild’s soldiers are known as 
  Myrmidons; they are trained in virtually 
  every form of combat, and show no fear 
  in battle.  Myrmidons fight in units (the 
  85th Hell Tigers are famous) for anyone 
  with the money to hire them; the 
  Overlord Mercenary Guild owes 
  allegiance to no political faction. 
   
  Cyber-Tronix 
  Cyber-Tronix opened its doors on July 
  1st, 2066.  By 2177, Cyber-Tronix was 
  widely recognized as the leading 
  innovator in both robotics and genetics 
  research.  Cyber-Tronix’ creation of the 
  Cy-Gen super-soldiers, who were 
  instrumental in ending the Block Wars 
  for the Federated States, was a critical 
  factor in establishing the company’s 
  influence in political circles.  One of the 
  company’s other major 
  accomplishments was the development 
  of External Interface Core Technology.  
  By the beginning of the Martian 
  Revolution, Cyber-Tronix had facilities in 
  virtually every civilized nation on Earth, 
  as well as several on Mars.  It is 
  rumored that Cyber-Tronix employs its 
  own police force, although its function is 
  unknown. 
   
  Cybell Corporation 
  A leader in the field of medical 
  technology, Cybell is responsible for 
  some of the greatest advances in the 
  use of medical nanites.  Cybell trained 
  the first ENTs to support military forces 
  in the field. 
   
  McCullough Research Corporation 
  As early as the beginning of the 21st 
  century, private corporations had joined 
  the race to put cargo into space cheaply 
  enough to make the effort worthwhile.   
  McCullough Research, started in 1992 
  by Leon McCullough, a scientist in the 
  field of advanced propulsion research, 
  was one such corporation.  Only five 
  short years after the 2010 tragedy, 
  which prompted the dismantling of 
  NASA, McCullough Research was 
  putting satellites into space (for which it 
  was able to command huge fees).  In 
  2064, scientists from McCullough were 
  able to create a stable N5 rocket fuel 
  ring that could release twice the energy 
  of the commonly-used but volatile 
  Hydrazine fuel.  In 2065, when 
  McCullough went public with its findings, 
  Dynamic Aerospace bought N5 fuel to 
  power its new Mustang Fighter, which 
  was released in 2068.  Later, 
  McCullough designed the direct particle 
  drive, which has become the standard 
  engine for all Gargantuan starships. 
   
  Central Research Labs 
  By the Federation’s 85th birthday, 
  Earth’s people were suffering the 
  environmental consequences of a 
  device invented 191 years earlier: the 
  internal combustion engine.  During the 
  summer of 2098, an international 
  council met in New Zealand to discuss 
  plans to preserve the Earth’s ability to 
  support human life.  The participants 
  quickly agreed that toxic emissions from 
  the breakdown of fossil fuels were 
  destroying the atmosphere and that the 
  demand for fossil fuels was rapidly 
  overwhelming the supply. Each nation 
  present signed the Advanced Fuel 
  Research Agreement, promising that it 
  would get serious about the search for 
  an effective alternative fuel system. 
  
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     The use of hydrated ethanol as a fuel 
  had been seriously investigated even 
  before 2010.  In 2100, Central Research 
  Labs released a synthetic ethanol fuel 
  cell that was not only 100% pure but 
  also cheap to manufacture.  The most 
  attractive feature of these fuel cells was 
  their fuel conversion efficiency: in place 
  of the 18% efficiency of standard fuel, 
  ethanol fuel cells reached efficiencies as 
  high as 60%. 
     Ethanol fuel cells were produced in 
  three classes: the largest, industrial 
  class for large equipment, vehicle class 
  for vehicles, and a compact class for 
  everything from medical equipment to 
  weapons. 
   
  Orion Salvage and Recovery 
  Given the vast number of space vessels 
  moving among Earth, Mars, and the 
  many outposts throughout the galaxy, it 
  is inevitable that ships at times become 
  stranded or damaged.  Companies such 
  as Orion scavenge these ghost ships 
  their precious materials, and make a 
  hefty profit in the process.  During the 
  Martian Revolution, it became 
  necessary for the crews of salvage 
  ships to arm themselves in the event 
  they got caught up in the fighting; since 
  then, tug class ships often carry an 
  aerospace fighter in the hold along with 
  enough weapons to repel any hostile 
  boarders. 
   
  The Energiya Corporation 
  At the height of the USSR’s power, the 
  Energiya Corporation produced the 
  majority of Russia’s space vehicles – 
  everything from delivery systems to the 
  Mir space station.  However, after the 
  fall of the USSR, the overall decline of 
  the Soviet economy took the Energiya 
  down with it.  By the time Sergei 
  Zhdanov founded the Confederation, 
  Energiya had closed its doors. 
     One of the first things Vladimir 
  Oryhoski did after the 2014 coup was 
  re-open the Energiya Corporation.  
  Seeing that the Federated States would 
  not be a major player in space for some 
  time, the Eastern Confederation offered 
  the services of its space program to the 
  rest of the world. Before long, other 
  countries were paying the Eastern 
  Confederation to put their satellites into 
  orbit. The Federated States itself used 
  Energiya’s services until it was able to 
  rebuild its own space program. 
     Energiya not only designs and builds 
  the Eastern Confederation’s aerospace 
  fighters and starships, but also pursues 
  research in scientific exploration and 
  civilian communications.   
     Advances in starship technology 
  stimulated the need for orbital 
  construction facilities. Naturally, 
  Energiya was commissioned to build the 
  Eastern Confederation’s orbital shipyard.  
  The shipyard was completed in 2125, 
  and construction of its first warship 
  began immediately.  A full complement 
  of aerospace fighters is stationed on the 
  shipyard, ready to defend it no matter 
  what. 
   
  Kalash-Bloc Arms 
  The Eastern Confederation, in 
  preparation for a global conflict it 
  considered inevitable, considered 
  money no object in the search for a 
  perfectly balanced weapon.  Kalash-
  Bloc Arms was the recipient of a large 
  amount of that governmental largesse.  
  Founded by Vladimir Kalash and Mihail 
  Bloc, two of the most respected weapon 
  designers of their time, the company 
  continues to produce the Eastern 
  Confederation’s highest-quality military 
  side-arms more than a century after 
  their deaths. 
   
  Confederated Weapons 
  Confederated Weapons produces large-
  scale weapons and vehicles for the 
  defense of the Eastern Confederation.  
  The company’s land vehicles have 
  become widely known for their ability to 
  transport troops to the battlefield under 
  extremely heavy fire and return in one 
  piece. Confederated Weapons has a 
  
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  civilian branch called Confederated 
  Vehicles, which produces such vehicles 
  as the Armadillo civilian transport. 
   
  Sun Research Labs 
  On March 3rd, 2063, the never-before-
  seen Tian Hou aerospace fighter criss-
  crossed the sky above the classified 
  testing range of Sun Research Labs.  
  Named for the Empress of the Sky, the 
  Tian Hou was capable of taking off 
  vertically and of reaching orbit before 
  returning to the ground, where it landed 
  in 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 the 
  release of the Federated States’ 
  Mustang fighter. Since that time, Sun 
  Research Labs has been the premier 
  designer and builder of aerospace 
  fighters for the Rising Suns.   
   
  Yu-ren Rocket Agency 
  The scientists and engineers of the Yu-
  ren Rocket Agency work closely with the 
  crews at the Rising Suns’ Space 
  Exploration Group to design faster and 
  more efficient starship propulsion 
  systems. 
  
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  Chapter 2: New Species 
   
  In the Dark Horizons universe, you can 
  play as a human, or choose your 
  character from any of three new 
  playable species.  Your character’s 
  physical characteristics, abilities, 
  motivations, behavior, and even 
  interactions with other characters will to 
  some extent depend on your character’s 
  species – so select wisely!   The 
  opportunities available to your character 
  in the game are affected by your 
  character’s species as well – some 
  advanced classes are possible only for 
  characters of certain species.  
   
  Species Adjustments 
  Upon selecting a non-human species for 
  your character, you will incur certain 
  bonuses and penalties to your 
  character’s starting abilities (as shown in 
  the table below), as well as to your feats 
  and skills.  In addition, characters of 
  non-human species automatically gain 
  certain abilities (listed in the species 
  description). 
   
  Species 
  Modifier 
  Cy-Gen 
  +2 Con, -2 Wis 
  Nomad 
  +2 Str, -2 Int, -2 Cha 
  Valence 
  +2 Dex, -2 Str, -2 Cha 
   
  Human 
  Humankind is the species against which 
  all others are defined. It is their 
  differences from mankind that mark the 
  Valence, Cy-Gens, and Nomads as 
  separate species.  Over the past 
  millennium, mankind has controlled 
  Earth, tamed Mars, and spread across 
  the galaxy. Technology such as the 
  Core Implant, powered armor, and 
  nanotechnology enhance mankind’s 
  abilities on the march through the stars 
  in search of habitable planets. 
     Mankind’s primary location is still 
  Earth, although many humans moved to 
  Mars during the 2240 colonization.  
  Many space stations and outposts, such 
  as Midpoint and Ganymede, are 
  beginning to see more humans as they 
  spread across the solar system.  The 
  creation of the quantum electrino drive 
  has allowed mankind to travel to and 
  colonize planets in other star systems 
  as well. 
     Humans have the widest variation in 
  appearance of all the races. The 
  average human’s height is around 5’ 11”; 
  however, those who spend long periods 
  in low gravity during their development 
  are often taller. 
     With advancements in medical 
  nanotechnology and the development of 
  the Core Implant, mankind has 
  artificially increased his potential 
  lifespan to around 125 years. 
   
   
  
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  Cy-Gen 
  For centuries, humanity attempted to 
  create the ultimate warrior through 
  training and advances in weapons 
  technology – but a human soldier is 
  always limited by his humanity.  In 2149, 
  this dilemma was resolved by the 
  creation of the Cy-Gens: super soldiers 
  genetically engineered from human 
  stock to be capable of tremendous acts 
  of strength and endurance. 
     The Cy-Gens were crucial weapons in 
  several Earth wars before the expansion 
  of humans into space, but when those 
  wars were over, political leaders began 
  to seek ways to rid themselves of the 
  internal threat that the Cy-Gens 
  represented.  Plans to terraform Mars 
  presented the solution to that problem 
  as well as to the more commonly cited 
  problems of population pressure on 
  Earth’s environment.  
  The terraforming of 
  Mars’ harsh 
  environment was a task 
  well-suited to the Cy-
  Gens’ advanced 
  physiology.  An armada 
  of ships bound for the 
  Red Planet left Earth 
  with scores of Cy-Gens 
  aboard, equipped with 
  everything needed to 
  complete the project.   
  When the first colony 
  ship arrived on Mars, 
  though, no traces of the 
  Cy-Gens could be found; 
  the bulk of the Cy-Gen 
  workforce had either 
  escaped Mars or 
  somehow been 
  destroyed during 
  terraforming.  The few 
  remaining Cy-Gens 
  were employed in the 
  service of Terran 
  factions or attempted to 
  hide their origins and 
  simply survive. 
     Today, some three and a half 
  centuries later, human fear of the Cy-
  Gens still lingers, causing many Cy-
  Gens to hide their true origins.  The 
  Nomads and the Valence, however, 
  welcome the few remaining Cy-Gens as 
  brothers.  Some roam space as Free 
  Traders, some survive as criminals, and 
  some continue to act out their original 
  role as the ultimate soldier. 
     While Cy-Gens may live wherever 
  mankind has colonized, no one of 
  another species is sure whether there is 
  a center of Cy-Gen population, or where 
  it might be, if so.  Some believe that the 
  Cy-Gens who disappeared from the 
  Martian terraforming project used 
  equipment from the project to relocate to 
  another planet. 
     Cy-Gens, though engineered to be 
  stronger and tougher than humans, 
  resemble their parent stock in 
  
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  appearance.  The one physical trait 
  common among all Cy-Gens is the color 
  of their eyes: a rich emerald green. The 
  average Cy-Gen’s height is around 6’. 
     Determining the natural lifespan of a 
  Cy-Gen is not yet possible, since the 
  only Cy-Gens to have died have done 
  so in battle or by accident.  It is believed 
  that with their advanced physiology, Cy-
  Gens could easily live more than 250 
  years. 
     Cy-Gens tend to be quiet and 
  reserved among outsiders, the legacy of 
  a mistrust of humans.  However, when 
  pushed they often will demonstrate the 
  super-human strength that originally 
  caused so many to fear them. 
     Perhaps out of a kind of loyalty to their 
  creators, Cy-Gens tend to take names 
  typical of 20th century North America 
  (such as Adam or Trisha). 
   
  Species Traits 
     Type: Humanoid. 
     Size: Medium-size. Cy-Gens have no 
  special bonuses or penalties due to their 
  size. 
     Ability Modifiers:  +2 Con, -2 Wis. 
     Speed: 30 feet. 
     Electric Weakness: The bio-organic 
  nanites that comprise most of a Cy-
  Gen’s body make him especially 
  vulnerable to electricity. Electricity deals 
  1.5 times as much damage to a Cy-Gen 
  as to a character of any other species. 
     Fast Heal: Cy-Gens’ bodies heal 
  twice as fast as those of humans. A Cy-
  Gen character recovers 2 hit points per 
  character level per evening of rest (see 
  Chapter 5: Combat in the d20 Modern 
  Roleplaying Game for basic healing 
  rules).  In addition, ability damage 
  returns at a rate of 2 points per evening 
  of rest (and 4 points per day for 
  complete bed rest) for a Cy-Gen 
  character. 
     Genetic Breed: Cy-Gens are built 
  from a DNA strand twice as long as that 
  defining a human, which allows them to 
  accept gene therapy faster and more 
  successfully than any other species. A 
  Cy-Gen gains a +2 to all Fortitude saves 
  for gene therapy, and the number of 
  successful checks required for a 
  particular modification is reduced by five. 
  (For base success numbers for various 
  types of gene therapy, see Chapter Five: 
  Scientific Engineering in d20 Future). 
     Perfect Build: Although they were 
  designed to epitomize the ideal human, 
  Cy-Gens are still feared by many as 
  ruthless killing machines. When dealing 
  with humans, a Cy-Gen who is thought 
  to be human gains a +2 circumstance 
  bonus to Charisma checks and to the 
  following skills: Bluff, Diplomacy, Gather 
  Information, Intimidate, and Perform.  
  This bonus is a result of a Cy-Gen’s 
  complete lack of physical imperfections. 
  Either a wound that reduces a Cy-Gen’s 
  hitpoints by at least half or a Spot check 
  DC 25 will reveal a Cy-Gen who is trying 
  to pass as human. This causes the 
  above-mentioned Charisma checks and 
  skills to incur a –4 circumstance penalty, 
  except for the Intimidate skill, which now 
  gains a +4 circumstance bonus. This 
  bonus is a result of the mistrust and fear 
  that nearly all humans feel for Cy-Gens. 
  Note that these bonuses and penalties 
  do not apply in interactions involving 
  non-human characters. 
     Superior Threshold: The blood of a 
  Cy-Gen is teeming with bio-organic 
  nanites, which control everything from 
  blood loss to system shock.  With such 
  a sophisticated system of physiological 
  defenses, these genetic perfections can 
  survive damage that would kill their 
  human counterparts. A Cy-Gen receives 
  a +2 to his massive damage threshold. 
     Free Language Skills: Read/Write 
  English, Speak English. 
     Level Adjustment: +0. 
   
   
  
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  Nomad 
  The Nomads are descended from those 
  among the original human settlers of 
  Mars who felt more comfortable 
  wandering the Martian wilderness than 
  living in the restricted environment of the 
  domed cities, Over many generations, 
  these people developed physical traits 
  different from those of humans who 
  spend most of their lives on Earth or in 
  artificially terrestrial environments.  
  Today’s Nomads are larger and stronger 
  than their forebears (averaging 6’6” in 
  height), and 
  better able to 
  survive in the 
  untamed 
  wilderness. 
  Without formal 
  education, 
  Nomads lack 
  the high 
  Intelligence of 
  humans, but life 
  in such a harsh 
  land teaches 
  Wisdom. 
     Since the 
  early days the 
  Nomads have 
  been 
  accustomed to 
  an itinerant life, 
  moving 
  frequently from 
  place to place 
  as the 
  environment 
  allows. When 
  the population of Nomads reached 
  1,000, it divided itself into eight separate 
  Houses: Aeiges, Thalonees, Russin, 
  Lapro, Panacon, Orion, Nantillis and 
  Felanor.  (A ritual tattoo on the left 
  cheek of every adult Nomad indicates 
  his House and the position he occupies 
  within his House.)  Each house has one 
  leader, typically an elder, who sits on 
  the House Council that governs the 
  Nomads as a whole.   
     While the houses vary in traditions, 
  one common thread among all Nomads 
  is a hatred of technology.  The original 
  Nomads identified excessive 
  technological advancement as the root 
  of humanity’s evil; they believed that 
  mankind would spoil Mars just as it had 
  spoiled Earth. Because Nomads reject 
  medical technology, their average 
  lifespan is relatively short – only around 
  85 years. Although Nomads are 
  opposed to most forms of technology, 
  they will use ships and other forms of 
  mechanical 
  transportation as 
  necessary.  To a 
  Nomad, the 
  enlightened 
  rejection of 
  technology is a 
  sign of Nomad 
  superiority over 
  mankind. 
     One of the 
  most intriguing 
  aspects of 
  Nomad culture is 
  the Nomads’ 
  ability to fashion 
  tools and 
  weapons from 
  crysanium, a 
  crystallized 
  metallic mineral 
  common on 
  Mars.  Non-
  Nomad 
  craftsmen have 
  tried to work 
  crysanium, but 
  none have had such success.  
  Crysanium weapons have been 
  outlawed on many planets, making them 
  highly sought after. 
     The ability to track is highly esteemed 
  in Nomad culture.  While even the 
  youngest Nomads can track a subject 
  better than almost any human, the art is 
  developed to its highest level by Nomad 
  Huntsmen, whose skills are in high 
  demand throughout the galaxy.  
  
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  Huntsmen are often hired by large 
  corporations 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 of 
  the eight Houses were part of the 
  Martian Consortium that liberated the 
  planet from Earth’s grasp; however, 
  when talks between the Martian factions 
  degenerated into endless dispute, the 
  House Council saw fit to remove itself 
  from the Consortium altogether.  Six of 
  the eight houses withdrew to the 
  northern area of Mars to live free of the 
  political conflict afflicting the south.  The 
  Thalonees and Panacon Houses fled 
  further, making a pact with the Free 
  Trade Alliance to move wholesale to the 
  planet Panacon, some 35 light-years 
  from Mars.  Since then the Nomads and 
  Free Traders have enjoyed a mutually 
  beneficial relationship: Free Traders 
  provide transportation on their ships in 
  exchange for gifts of unique Nomad 
  goods. 
     Today, the Nomads’ old hatred for 
  humanity has cooled somewhat, so the 
  sight of a Nomad in a human area of 
  Mars or even off-planet is not that 
  uncommon.  Nomad Huntsmen in 
  particular travel widely in the course of 
  their hunting, following their prey where-
  ever it may run. 
     Nomads’ names reflect any affinity 
  with the names of their spiritual 
  ancestors on Earth.  Here are some 
  typical 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 Traits 
     Type: Humanoid. 
     Size: Medium-size. Nomads have no 
  special bonuses or penalties due to their 
  size. 
   
     Ability Modifiers: +2 Str, -2 Int, -2 
  Cha. 
     Speed: 40 feet. 
     Feat of Strength: A Nomad who 
  senses danger can trigger an inhuman 
  surge of adrenaline through his body for 
  a short period of time. This adds a +4 to 
  Strength for a number of rounds equal 
  to 3 + his Con modifier. A Nomad can 
  perform a feat of strength once per day. 
     Low-Light Vision: Nomads have low-
  light vision. They can see twice as far as 
  humans in starlight, moonlight, torchlight, 
  and similar conditions of shadowy 
  illumination. They can also discern color 
  and detail under these conditions. 
     Low Tech: The Nomads believe that 
  the advancements in technology that 
  brought them to Mars and terraformed 
  the planet will be the same technologies 
  that bring about the end of humanity. 
  Nomads begin the game with 
  proficiency in all Nomad species 
  weapons and Archaic Weapons.  Class 
  abilities and feats do not grant Nomads 
  proficiency in any equipment from 
  Progress Level 4 or higher, but they can 
  attempt to use such equipment with a -4 
  to all related ability checks, attack rolls, 
  and skill checks. 
     Survivalist: Nomads always have 
  Survival as a species skill. (For more 
  information about this skill, see Chapter 
  2: Skills in the d20 Modern Roleplaying 
  Game). In addition, a Nomad receives 
  +4 to Fortitude saves to resist the 
  effects of harsh environments. 
     Free Language Skills: Common. 
     Level Adjustment: +0. 
   
   
  
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  Valence 
  The origin of the Valence is unknown. 
  They appear to have originated on Mars 
  and to have passed for Martian humans 
  until shortly before the Martian 
  Revolution, when Xavier Thomas (the 
  future leader of the Valence) was 
  captured by the Federation after a freak 
  accident exposed his extraordinary 
  abilities.  When Thomas escaped, 
  government officials kept all knowledge 
  of his existence from the public. The 
  presence of the Valence did not become 
  widely known until 2289, when 
  Federated States Rangers accidentally 
  attacked a group of Valence Templars. 
     During the Martian Revolution, the 
  Valence played a critical role in the 
  Consortium.  The humans of both Earth 
  and Mars quickly grew to fear the 
  Valence because of their truly alien 
  ability to project bio-electrical energy 
  from their bodies.   
     The only known settlements of the 
  Valence on Mars through the end of the 
  Revolution were on the Plains of Lycus 
  Sulci. After the Revolution, the Valence 
  Council felt it best to remove their 
  people from mankind’s presence.  The 
  completion of the jumpgate for the 
  Gaspra Outpost allowed the Valence to 
  move their entire civilization to the 
  planet Glacialis in the Epsilon Indi 
  system. 
     Physically the weakest of the 
  humanoid species, the Valence are thin 
  and graceful, standing no taller than the 
  average human.  Many ordinary 
  humans are frightened of the deep blue 
  shade of Valence eyes, which was once 
  notably described as “flowing with 
  energy”. 
     Xavier Thomas wrote the Valence 
  Code by which the Valence 
  are governed.  The code 
  emphasizes that the 
  Valence must under all 
  circumstances attempt to 
  live at peace with 
  humankind.  To comply with 
  the Code as fully as 
  possible, the Valence must 
  often deny their emotions, 
  requiring of them a fierce control.  
  However, if action is required, the 
  Valence can display some of the most 
  lethal traits of any species. 
   
   
  Species Traits 
     Type: Humanoid (Valence). 
     Size: Medium-size. Valence have no 
  special bonuses or penalties due to their 
  size. 
     Ability Modifiers: +2 Dex, -2 Str, -2 
  Cha. 
     Speed: 30 feet. 
    Advanced Class Restrictions: A 
  Valence character cannot belong to a 
  class that requires a Core Implant or 
  
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  any other form of nanite enhancement, 
  due to the large amount of bio-electrical 
  energy generated by the Valence.  
     Skill Bonus:  A Valence character 
  gains a +2 bonus to Disable Device 
  checks involving electronic components 
  or that are electronic in nature. 
     Valent Surge: The physiology of any 
  nervous system involves a number of 
  electrical processes, but the body of a 
  Valence is a maelstrom of huge 
  potential differences. A Valence who 
  feels threatened can discharge a burst 
  of electrical energy capable of stunning 
  and even injuring an attacker. Some 
  Valence can harness this burst to 
  achieve other effects. Once per day, a 
  Valence character can make a touch 
  attack releasing this stored energy, 
  causing 1d4 +1/3 of his level points of 
  damage. The opponent must also make 
  a Fortitude save DC equal to 10 + Con 
  modifier + 1/2 character’s hit die or be 
  stunned for 1d6 rounds.  
     Weapon Affinity (delRaines): The 
  Valence are more familiar with the 
  delRaines exotic ranged weapon than 
  are members of other species, so for a 
  Valence character, the Personal 
  Firearms Proficiency rather than the 
  Exotic Weapons Proficiency applies to 
  this weapon. 
     Electrical Feedback: A Valence 
  character can disable an electronic 
  device for a brief period of time simply 
  by touching it. The use of this ability on 
  an inanimate object is a move 
  equivalent action and does not require 
  an attack roll. If the target is animate 
  (e.g.,  a robotic construct) or is being 
  used by another character, the Valence 
  must make a touch attack against the 
  target’s user to disable the device; if 
  such an attack misses, the charge 
  accumulated by the Valence character 
  in preparation for the attack is held until 
  the character touches an object or 
  otherwise discharges it. Disabling a 
  piece of equipment or an object renders 
  it temporarily unusable (e.g., electronic 
  doors will not open, weapons that use 
  power cells will not fire). Characters that 
  can be affected by this ability are dazed 
  by it. This ability can be used once per 
  day, and its effect lasts a number of 
  rounds equal to 1 + the Valence 
  character’s Con modifier. Using the 
  ability costs 1 action point. 
     Rejection: All items and gear that 
  possess electronic components or are 
  electronic in nature require special 
  insulation when used by a Valence 
  character, or they risk serious damage 
  from the large amount of bio-electrical 
  energy he generates. The cost of the 
  required insulation adds 2 to the 
  purchase DC of such items.  A Valence 
  character can use non-insulated 
  electronic devices, but each time he 
  does so, there is a chance the item will 
  short out. Whenever a Valence 
  character fails a check by 10 or more or 
  rolls 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 be 
  found in Chapter 2: Skills in the d20 
  Modern Roleplaying Game.) 
     Ranged Dodge: Because the Valence 
  are very adept at predicting the paths of 
  incoming projectiles, a Valence 
  character receives a +1 bonus to his 
  defense against ranged attacks. 
     Free Language Skills:  Read/Write 
  Valence, Speak Valence. 
     Level Adjustment: + 0. 
   
  
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  Chapter 3: New Character Options 
   
  The rules for character creation can be 
  found in Chapter 1: Characters in the 
  d20 Modern Roleplaying Game.  This 
  chapter describes new occupations and 
  feats that are specific to the Dark 
  Horizons universe. 
   
  New Occupations 
   
  Frontier Militia 
  Many citizens of distant provinces 
  participate in militias.  Some choose this 
  service in furtherance of their own goals, 
  while others are pressed into service by 
  militant governments. Those who join 
  local militias gain the benefits of some 
  basic military training, regardless of their 
  enlistment conditions. 
     Prerequisite: Age 15+. 
     Skills: Two of the following skills, 
  selected when this occupation is chosen, 
  are permanent class skills. If a selected 
  skill is already a class skill, the character 
  gains a +1 competence bonus on 
  checks using that skill. 
     Climb (Str), Demolitions (Int), Drive 
  (Dex), Intimidate (Cha), Search (Int), 
  Survival (Wis), Treat Injury (Wis). 
     Bonus Feat: Select either Armor 
  Proficiency (light) or Personal Firearms 
  Proficiency. 
     Wealth Bonus Increase: +1. 
   
  Programmer 
  Advanced civilizations brimming with 
  computers are often brimming with 
  programmers as well; after all, software 
  programs don’t write themselves.  
  Programmers are familiar with many 
  forms of technology, and their work is 
  always lucrative in a reasonably 
  advanced society. 
     Prerequisite: Age 18+. 
     Skills: Two of the following skills, 
  selected when this occupation is chosen, 
  are permanent class skills. If a selected 
  skill is already a class skill, the character 
  gains a +1 competence bonus on 
  checks using that skill. 
     Computer Use (Int), Concentration 
  (Con), Craft (electronic, mechanical) 
  (Int), Knowledge (physical sciences, 
  popular culture, or technology) (Int), 
  Repair (Int), Research (Int). 
     Bonus Feat: Select either Educated 
  or Studious. 
     Wealth Bonus Increase: +4. 
   
  Space Builder 
  Construction workers who have been 
  conditioned to work in space, these 
  characters build the space stations and 
  star ships on which advanced 
  civilizations depend to move beyond 
  their home planets. This experience 
  makes the space builder feel more at 
  home in a space suit, spinning in the 
  Void, than standing on his home planet. 
     Prerequisite: Age 18+. 
     Skills: Two of the following skills, 
  selected when this occupation is chosen, 
  are permanent class skills. If a selected 
  skill is already a class skill, the character 
  gains a +1 competence bonus on 
  checks using that skill.  
    Computer Use (Int), Craft (electronic, 
  mechanical or structural) (Int), 
  Knowledge (physical sciences or 
  technology) (Int), Repair (Int). 
     Bonus Feat: Zero-G Training. 
     Wealth Bonus Increase: +2. 
   
  Starship Gunner 
  In a world of perilous space journeys 
  and intergalactic piracy, many brave 
  young people serve as gunners for the 
  laser batteries lining the hulls of 
  merchant ships. Such a job can offer not 
  only excitement, but also transportation 
  to a new world and a new life. 
     Prerequisite: Age 18+. 
     Skills: Two of the following skills, 
  selected when this occupation is chosen, 
  are permanent class skills. If a selected 
  skill is already a class skill, the character 
  
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  gains a +1 competence bonus on 
  checks using that skill. 
    Computer Use (Int), Drive (Dex), 
  Navigate (Int), Pilot (Dex).  
    Bonus Feat: Select either Spacer or 
  Starship Gunnery. 
    Wealth Bonus Increase: +2. 
   
  War Refugee 
  Displaced by the strife that erupts in 
  savage and civilized land alike, the war 
  refugee has had to do his best just to 
  survive. Leaving his homeland behind 
  along with the violence he flees, the 
  refugee must often learn a whole new 
  way to live, but does not forget the old. 
     Prerequisite: Age 15+. 
     Skills: Two of the following skills, 
  selected when this occupation is chosen, 
  are permanent class skills. If a selected 
  skill is already a class skill, the character 
  gains a +1 competence bonus on 
  checks using that skill. 
     Diplomacy (Cha), Hide (Dex), 
  Knowledge (streetwise) (Int), Move 
  Silently (Dex), Read/Write Language, 
  Speak Language, Survival (Wis). 
     Bonus Feat: Select either Endurance 
  or Planetary Adaptation. 
     Wealth Bonus Increase: +1. 
   
  New Feats 
   
  Advanced Archaic Weapons 
  Proficiency 
     Prerequisite: Archaic Weapons 
  proficiency. 
     Benefit: This feat makes a character 
  especially proficient with archaic 
  weapons, to the extent that he can use 
  such weapons effectively despite using 
  them in unconventional ways. This feat 
  negates the -4 attack penalty when 
  using an archaic melee weapon as an 
  improvised throwing weapon. 
   
  Advanced Nanite Blood 
  A handful of the original Cy-Gens were 
  designed to have advanced 
  regenerative properties, and while they 
  were a small percentage of the Cy-Gen 
  population, their increased capacity for 
  survival ensured that many of today’s 
  Cy-Gens have inherited this trait. 
     Prerequisite: Cy-Gen, Level 1 only, 
  Con 13 
     Benefit: Advanced Nanite Blood 
  decreases the DC of all healing-related 
  skill checks made on the Cy-Gen by 2. 
  A Cy-Gen with Advanced Nanite Blood 
  can also heal himself once per day for a 
  number of hit points equal to double his 
  constitution modifier. Using this ability 
  constitutes a full round action. 
   
  Born Surger 
     Prerequisite: Valence, Level 1 only 
     Benefit: This feat allows a Valence 
  character to use his Valent Surge ability 
  an additional number of times per day 
  equal to his Constitution modifier. 
   
  Craft Crysanium 
  This feat allows a character to create 
  weapons and tools out of crysanium. 
     Prerequisite: Craft (mechanical) 10 
  ranks, Knowledge (physical sciences) 
  10 ranks. 
     Benefit: A character with this feat can 
  use a Craft (mechanical) check to make 
  weapons and similar objects from 
  crysanium. The crafting of a crysanium 
  item follows the same rules as those for 
  crafting the normal version of the same 
  item (as found in Chapter 2: Skills in the 
  d20 Modern Roleplaying Game) with the 
  following exceptions: the required 
  purchase DC is increased by 3, and the 
  required skill check DC is increased by 
  5. 
   
  Extended Application Range 
     Prerequisite: The ability to run Tech 
  Programs. 
     Benefit: A character with this feat 
  increases the range increment of his 
  fabricator’s applicator by 5 feet. 
   
  Extended Sensor Range 
     Prerequisite: Tech Drone, ability to 
  run sensor Tech Programs. 
  
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     Benefit: A character with this feat 
  increases the range of his Tech Drone’s 
  sensor array by 10 feet. 
   
  Extra Electrical Feedback 
     Prerequisite: Valence. 
     Benefit: This feat allows a Valence 
  character to use his Electrical Feedback 
  ability an extra 3 times per day. The 
  Valence must still pay the associated 
  action point cost each time he uses this 
  ability. 
     Normal: A Valence character without 
  this feat can use electrical feedback 
  once per day. 
   
  Hardened Skin 
     Prerequisite: Cy-Gen, Con 16. 
     Benefit: When a Cy-Gen gains this 
  feat, his skin is hardened through DNA 
  changes, giving an almost insect-like 
  appearance to his skin and granting him 
  DR 1/-. A Cy-Gen who takes this feat 
  who attempts to pass as human 
  requires a Spot check of only DC 15 to 
  be recognized as a Cy-Gen (instead of 
  the usual DC 25). 
     Special: This feat can be taken up to 
  3 times, with the damage reduction 
  stacking each time. 
   
  Hostile Fabrication 
     Prerequisite: 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 Tech 
  Program gains a +1 to that roll. 
   
  Improved Valent Surge 
     Prerequisite: Valence. 
     Benefit: This feat increases the 
  damage dealt by a Valence character’s 
  Valent Surge ability to 1d6 +1/3 levels 
  and the Fortitude save DC to resist 
  being stunned for 1d6 rounds by 2.  
     Normal: A Valence character who 
  does not have this feat deals 1d4 points 
  of damage +1/3 levels, and the DC to 
  resist being stunned equals 10 + Con 
  modifier + 1/2 character’s hit die.  
   
  Nanite Resistance 
     Prerequisite: Constitution 13+. 
     Benefit: A character with this feat has 
  an immune system that has adapted to 
  a world where nanites are common, and 
  often have harmful effects. A character 
  with this feat who makes a Fortitude or 
  Will save to resist an effect resulting 
  from internal nanites gains a +4 
  circumstance bonus to the save. This 
  ability has a drawback, however: when a 
  character with this feat is exposed to 
  beneficial nanites, those nanites have a 
  25% chance of failing. 
   
  Over Charge (Runner) 
     Prerequisite: Tech Level 2. 
     Benefit: When running a tech 
  program you can spend 2 ENC more 
  than normal on Options and Upgrades.  
     Normal: You can spend as many 
  ENC as your total runner level. 
   
  Program Compression 
     Prerequisite: The ability to run Tech 
  Programs. 
     Benefit: A character with this feat is 
  able to make optimum use of a 
  fabricator’s or Tech Drone’s internal 
  memory storage, gaining an extra 
  memory slot in each of his fabricators. 
   
  Program Efficiency 
     Prerequisite: The ability to run Tech 
  Programs. 
     Benefit: A character with this feat has 
  4 bonus ENC points per day that may 
  be spent only on Tech Programs from 
  the category (utility, mechanics, 
  biomedical, software, or sensor) chosen 
  upon acquiring the feat. 
     Special: A character can gain this feat 
  multiple times.  Each time the feat is 
  taken, a different category of Tech 
  Programs is chosen. 
   
   
   
   
   
  
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  Program Specialization 
     Prerequisite: The ability to run Tech 
  Programs.  
    Benefit: A character with this feat 
  chooses a category of Tech Programs 
  (utility, mechanics, biomedical, software, 
  or sensor) upon taking the feat. He can 
  then run Tech Programs from the 
  chosen category as if he were one 
  runner level higher. 
     Special: A character can gain this feat 
  multiple times.  Each time the feat is 
  taken, a different category of Tech 
  Programs is chosen.  
  
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  Chapter 4: New Advanced Classes 
   
  In addition to the advanced classes 
  found in the d20 Modern Roleplaying 
  Game and in d20 Future, the Dark 
  Horizons universe offers eight new 
  advanced classes.  While any d20 
  Modern or Future advanced class can 
  be played in a Dark Horizons universe 
  campaign (with the approval of the GM), 
  some of the d20 Modern and d20 Future 
  advanced classes may not mesh 
  especially well with the design of the 
  Dark Horizons universe campaign 
  setting. It is left to the GM’s discretion 
  which advanced classes are appropriate 
  for a specific campaign. 
     For more information about skills and 
  feats not described in this guide, see 
  Chapter 2: Skills or Chapter 3: Feats in 
  the d20 Modern Roleplaying Game; for 
  more information about skills and feats 
  marked with a star (*), see Chapter 1: 
  Characters in d20 Future. 
   
  
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  Table 4-1: The Emergency Nano-Tech 
  Class 
  Level 
  Class ENC 
  Bonus 
  Base Fort 
  Ref 
  Will 
  Special 
  Defense 
  Bonus 
  Reputation 
  Bonus 
  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) 
  Int 
  Modifier 
  Level 
  One 
  Level 
  Two 
  Level 
  Three 
  Level 
  Four 
  Level 
  Five 
  Level 
  Six 
  Level 
  Seven 
  Level 
  Eight 
  Level 
  Nine 
  Level 
  Ten 
  +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-Tech 
  When damage is done to either man or 
  machine, the Emergency Nano-Tech 
  (ENT) is there to see that damage 
  repaired. A master of science and 
  technology, the ENT is able to apply 
  knowledge amassed over centuries to 
  the crisis of the moment.  He is both 
  doctor and repairman, using 
  nanotechnology to control matter at the 
  molecular level. It is easy to identify the 
  Emergency Nano-Tech by the distinctive 
  personal fabricator he carries. 
     The ENT is typically the first to 
  respond to an emergency. In this age of 
  space travel, it is necessary for the skills 
  of emergency response personnel to 
  include not only medical care but also 
  mechanical aptitude; a leak in a ship’s 
  hull can be just as lethal as a gunshot 
  wound. In addition to traditional repair 
  and healing skills, the ENT uses 
  fabricators (see Chapter 13 in this guide) 
  in conjunction with Tech Programs (see 
  Chapter 14 in this guide). Creative use 
  of these tools allows the ENT to deal 
  with most of the various problems that 
  can arise in any emergency situation. 
   
  REQUIREMENTS 
  To qualify to become an Emergency 
  Nano-Tech, a character must fulfill the 
  following criteria. 
     Skills: Computer Use 6 ranks, Repair 
  6 ranks, Treat Injury 6 ranks 
     Feats: Gearhead, Surgery 
   
  CLASS INFORMATION 
  The following information pertains to the 
  Emergency Nano-Tech advanced class. 
   
  
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  Hit Die 
  The ENT gains 1d6 hit points per level. 
  The character’s Constitution modifier 
  applies. 
   
  Action Points 
  The ENT gains a number of action 
  points equal to 6 + one-half his 
  character level, rounded down, every 
  time he attains a new level in this class. 
   
  Class Skills 
  The ENT's class skills are as follows. 
     Computer Use (Int), Concentration 
  (Con), Craft (pharmaceutical, 
  mechanical, structural) (Int), Drive (Dex), 
  Knowledge (behavioral sciences, earth 
  and life sciences, technology) (Int), 
  Profession (Wis), Read/Write Language, 
  Repair (Int), Research (Int), Speak 
  Language, Treat Injury (Int). 
   
     Skill Points at Each Level: 5 + Int 
  modifier (2 + Int modifier for 
  nonhumans). 
   
  CLASS FEATURES 
  The following features pertain to the 
  ENT advanced class. 
   
  Tech Programs 
  The ENT is able to create special effects 
  by running Tech Programs found in the 
  Utility, Biomedical, and Mechanical 
  program lists. An ENT’s ability to run 
  these programs, represented by his 
  Tech Level, improves with his class 
  level as shown in the Emergency Nano-
  Tech table following this section.  
     ENTs also gain bonus Effective Nanite 
  Charge (ENC) as they gain Tech levels, 
  representing their improved ability to run 
  Tech Programs. Note that a character’s 
  total ENC is a pool consisting of his 
  class ENC bonus, his intelligence ENC 
  bonus, and his equipment ENC bonus. 
   
  Acquiring Tech Programs:  An ENT 
  starts the game with 4 unrestricted Level 
  1 Tech Programs. After that, he must 
  acquire programs by purchasing them 
  (purchase DC = 12 plus Tech level). 
  Restricted Tech Programs are available 
  only on the black market, which 
  increases their purchase DCs by 2. The 
  only other way for a character to gain 
  programs is to find them during the 
  course of the game. 
   
  Natural Mechanic 
  Emergency situations often catch other 
  characters unprepared, but ENTs have 
  the skills to cope quickly and effectively 
  with any crisis. Starting at 1st level, an 
  ENT does not suffer a –4 penalty for 
  using improvised tools on any Repair 
  checks, and if he does have the proper 
  tools he gains an additional +1 to Repair 
  checks 
   
  First Action 
  ENTs can’t hesitate, because death 
  waits for no man. By spending 2 action 
  points, a 2nd level ENT can act as if he 
  had refocused his initiative on the 
  previous round. This can be used at any 
  time during combat as a free action 
  (including at the start of combat), but 
  can only be used once during any 
  particular instance of combat. 
   
  Bonus Feats 
  At 3rd, 6th, and 9th level, the ENT gets a 
  bonus feat.  The bonus feat must be 
  selected from the following list, and the 
  ENT must meet all the prerequisites of 
  the 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 heal 
  even the worst of injuries. The 
  knowledge that help is on the way 
  encourages an ENT’s allies to hold 
  tightly to life when injured. When a 
  character drops below half of his hit 
  points within 30 feet of a friendly ENT at 
  4th level or higher, that character gains a 
  +2 morale bonus to Defense. This 
  
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  bonus will last until that character’s hit 
  points are restored to more than half, 
  until combat ends, or until the character 
  has been reduced to 0 hit points or less.  
   
  Creative Repairs 
  When a breach in a space habitat is 
  spewing atmosphere, time is of the 
  essence.  An 8th level ENT can spend 
  an action point to halve the time 
  required for a single Repair check, or he 
  can spend an action point to reduce the 
  wealth DC for a single Repair check by 
  5. 
   
  Machine Resurrection 
  Normally when a machine is reduced to 
  0 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 HP 
  within 5 minutes, he can begin a single 
  Repair check DC 35 to prevent the 
  machine’s total destruction, repairing the 
  machine by 1d4 hit points.  If the check 
  fails, then the machine is lost but can 
  still be salvaged.
   
  
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   Table 4-3: The Encoder 
  Class 
  level 
  Class ENC 
  Bonus 
  Base 
  Fort Ref 
  Will 
  Special 
  Defense 
  bonus 
  Reputation 
  bonus 
  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) 
  INT 
  Modifier 
  Level 
  One 
  Level 
  Two 
  Level 
  Three 
  Level 
  Four 
  Level 
  Five 
  Level 
  Six 
  Level 
  Seven 
  Level 
  Eight 
  Level 
  Nine 
  Level 
  Ten 
  +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 in 
  robotics and in working with computer 
  systems.  He is able to build and 
  maintain advanced mechanical systems 
  and artificial intelligence (AI) programs. 
  In a world where such systems are as 
  common as they are heavily relied upon, 
  the Encoder is highly respected and 
  often feared. While the Encoder can 
  hack computer systems in the traditional 
  way, he also has access to an 
  impressive arsenal of Tech Programs 
  that can enhance or damage any 
  computer-controlled system. Encoders 
  are assisted by Tech Drones.  A Tech 
  Drone is an advanced AI program that is 
  uploaded into a specially designed robot 
  body equipped with advanced sensors, 
  a small fabricator and an encrypted 
  wireless interface.  The Encoder’s 
  special abilities, along with the ever-
  present shadow of his hovering Drone, 
  have earned him the nickname “the 
  wizard”. 
   
  REQUIREMENTS 
  To qualify to become an Encoder, a 
  character must fulfill the following 
  criteria. 
     Skills: Computer Use 6 ranks, Craft 
  (electronics) 6 ranks. 
     Feat: Educated. 
   
  CLASS INFORMATION 
  The following information pertains to the 
  Encoder advanced class. 
   
  Hit Die  
  The Encoder gains 1d6 hit points per 
  level.  The character’s Constitution 
  modifier applies. 
   
  Action Points 
  The Encoder gains a number of action 
  points equal to 6 + one-half his level, 
  rounded down, every time he attains a 
  new 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, physical 
  sciences, technology) (Int), Profession 
  (Wis), Read/Write Language, Repair 
  (Int), Research (Int), Speak Language, 
  Treat Injury (Wis). 
   
     Skill points at each Level: 5 + Int 
  Modifier. 
   
  CLASS FEATURES 
  The following features pertain to the 
  Encoder advanced class. 
   
  Tech Programs 
  The Encoder is able to create special 
  effects by running Tech Programs found 
  in the Utility, Software, and Sensor 
  program lists. An Encoder’s ability to run 
  these programs, represented by his 
  Tech Level, improves with his class 
  level as shown in the Encoder table 
  following this section. 
     Encoders also gain bonus effective 
  nanite charge (ENC) as they gain Tech 
  levels, representing their improved 
  ability to run Tech Programs. Note that a 
  character’s total ENC is a pool 
  consisting of his class ENC bonus, his 
  intelligence ENC bonus, and his 
  equipment ENC bonus. 
   
  Acquiring Tech Programs: An 
  Encoder starts the game with 4 
  unrestricted Level 1 Tech Programs. 
  After that, he must acquire programs by 
  purchasing them (purchase DC = 12 
  plus Tech level). Restricted Tech 
  Programs are available only on the 
  black market, which increases their 
  purchase DCs by an additional 2. The 
  only other way for a character to gain 
  programs is to find them. 
   
  Tech Drone 
  A Tech Drone is an AI-controlled robotic 
  assistant used by an Encoder to run 
  Tech Programs. An Encoder has a 
  mental bond with his drone, which is 
  maintained through a neural link 
  provided by either a Core Implant 
  upgrade or a third-party device. 
  Because this link is organically 
  constructed, it does not count as 
  cybernetic and is not restricted from use 
  by Valence characters. (It is possible to 
  have a mechanical variant of the bio-
  neural link for heroic robotic characters 
  or heavily cybernetic characters.) The 
  range of the neural link is limited to 100 
  feet. If a Tech Drone moves beyond this 
  distance from its Encoder, it will do 
  everything it can to complete its mission 
  and move back within range unless it 
  has specific instructions from its 
  Encoder to do otherwise. 
     In theory, anyone can build a Tech 
  Drone robotic body, but only an Encoder 
  can write the AI program to make it 
  function properly. (For more on Tech 
  Drone construction, see Chapter 12: 
  Robotics in this guide). If a Tech 
  Drone’s body is destroyed, its owner 
  can salvage the drone by buying or 
  building a new robot body and reloading 
  the original AI into it. An Encoder can 
  use only one drone at a time.  (This 
  does not prevent Encoders from having 
  as many backup robot bodies as they 
  can afford.)  Also, some Tech Programs 
  involve making a melee or ranged touch 
  attack. While the Tech Drone makes this 
  attack it does so with the Encoder’s 
  base attack bonus because the Encoder 
  is directly controlling the Drone. 
   
  Hacker 
  At 2nd level, an Encoder becomes a 
  master hacker, gaining a +4 bonus to 
  computer use when attempting to hack 
  a computer system manually. 
   
  Bonus Feats  
  At 3rd, 6th, and 9th level, the Encoder 
  gets a bonus feat.  The bonus feat must 
  be selected from the following list, and 
  the Encoder must meet all the 
  prerequisites of the feat to select it. 
     Builder, Cautious, Creative, Educated, 
  Focused, Gearhead, Meticulous, 
  
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  Renown, Studious, Surface Vehicle 
  Operation, Windfall. 
   
  Robotic Maintenance 
  Tech Drones can sustain serious 
  damage in combat, and the extra 
  practice maintaining their drones gives 
  Encoders an edge when repairing 
  robots. When an Encoder reaches 4th 
  level, Repair checks on robotic targets 
  have a +4 competence bonus. 
   
  Structural Upgrade 
  At 5th level, an Encoder learns how to 
  improve his Tech Drone’s defensive 
  capability; it gains an extra 1d4 hit 
  points per 3 Encoder levels in addition 
  to its base hit points. Applying this 
  upgrade to a pre-existing drone takes 
  one hour and a mechanical toolkit, 
  rolling each d4 individually. Every time 
  an Encoder builds a new Tech Drone he 
  rolls new bonus hit dice for that Drone. 
   
  Speed Hacker 
  At 8th level, an Encoder is able to 
  interface with computers much faster 
  than other characters can. By spending 
  an action point, an Encoder can cut the 
  time for any individual Computer Use 
  check down to one-fourth the normal 
  duration. An Encoder cannot take ten or 
  twenty when using this ability. 
   
  Super Autonomy 
  At 10th level, an Encoder is able to 
  upgrade his Tech Drone’s AI so that it 
  can function with greater autonomy. 
  This upgrade gives the Drone/Encoder 
  link effectively infinite communication 
  range, and allows a Tech Drone to run 
  programs with minimal direction from its 
  Encoder.  During combat, an Encoder 
  can spend one action point during his 
  turn to have his drone run any of its 
  Tech Programs on its own, allowing the 
  Encoder to take other actions during 
  that round (this effectively allows the 
  Encoder to run a program as a free 
  action). An Encoder can use this ability 
  only once per day. 
   
   
  
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   Table 4-5: The Enforcer 
  Class 
  Level 
  Base 
  Fort 
  Ref 
  Will 
  Special 
  Defense 
  Bonus 
  Reputation 
  Bonus 
  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 
   
  Enforcer 
  When Xavier Thomas organized the 
  Valence, he commissioned the Templar 
  to act as the protector of the species.  
  However, Nathaniel delRaines wanted 
  something more: a group of highly 
  combat-trained soldiers to enforce the 
  Valence Code on Mars and beyond.  His 
  legacy is the Valence Enforcer. When 
  the Valence need a situation cleaned up, 
  no one is tougher and more effective 
  than the Valence Enforcer.  Able to take 
  on odds that would frighten the most 
  seasoned veteran, an Enforcer gets the 
  job done. 
     A tremendous amount of mystery 
  surrounds the Enforcers, even among 
  the Valence themselves.  An Enforcer is 
  easily recognized by his traditional black 
  long-coat.  Armed with a Valence-
  specific dual pistol system known as the 
  delRaines, the Enforcers are the most 
  respected and highly trained soldiers of 
  the Valence. 
   
  REQUIREMENTS 
  To qualify to become an Enforcer, a 
  character must fulfill the following 
  criteria: 
     Species: Valence 
     Base Attack Bonus: +3 
     Skill: Sense Motive 4 ranks. 
     Feat: Two-Weapon Fighting 
   
  CLASS INFORMATION 
  The following information pertains to the 
  Enforcer advanced class. 
   
  Hit Die 
  The Enforcer gains 1d8 hit points per 
  level. The character’s Constitution 
  modifier applies. 
   
  Action Points 
  The Enforcer gains a number of action 
  points equal to 6 + one-half his 
  character level, rounded down, every 
  time he attains a new level in this class. 
   
  Class Skills 
  The 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 and 
  philosophy) (Int), Listen (Wis), 
  Profession (Wis) Read/Write Language , 
  Search (Int), Sense Motive (Wis), Speak 
  Language, Spot (Wis), Survival (Wis), 
  
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  Swim (Str), Treat Injury (Wis), Tumble 
  (Dex). 
   
   
     Skill Points at Each Level: 4 + Int 
  modifier. 
   
  CLASS FEATURES 
  The following features pertain to the 
  Enforcer advanced class. 
   
  The Zone 
  The Zone is a state of concentration that 
  allows an Enforcer to perceive and 
  interpret the electrical impulses 
  throughout a person’s body; armed with 
  this knowledge, he can predict an 
  opponent’s movements and react to 
  them instantaneously in a fight. In order 
  to gain bonuses from The Zone, an 
  Enforcer must not be wearing armor. 
     The Zone becomes increasingly 
  helpful as an Enforcer gains experience, 
  allowing him to reach a deeper focus. 
  Starting at 1st level, an Enforcer can 
  enter the Zone as a move equivalent 
  action; he must not leave the 5-foot 
  square he occupies at the time he 
  enters The Zone, 
  or The Zone will 
  end before its 
  natural duration is 
  reached. The 
  Zone grants a 1st 
  level Enforcer +2 
  to Defense vs. all 
  ranged attacks, as 
  well as +2 to 
  attacks and 
  damage. 
     At 3rd level, an 
  Enforcer adds his 
  Wisdom modifier 
  to his defense and 
  does not lose this 
  modifier unless he 
  is flat-footed. At 
  5th level, an 
  Enforcer gains the 
  ability to ignore 
  half an opponent’s 
  bonuses of cover 
  and concealment. At 7th level, an 
  Enforcer gains an extra attack at his 
  highest attack bonus while in The Zone. 
  Finally, at 9th level an Enforcer can 
  move up to half again his movement 
  speed. The Zone lasts a number of 
  rounds equal to 3 + 1/2 Enforcer level. 
   
  Energy Focus 
  At 2nd level, an Enforcer becomes so 
  adept at controlling energy that he adds 
  +2 to any DC with weapons causing 
  stun damage or any use of a Valent 
  Surge. 
   
  Bonus Feats 
  At 3rd, 6th, and 9th level, the Enforcer 
  gets a bonus feat. The bonus feat must 
  be selected from the following list, and 
  the Enforcer must meet all the 
  prerequisites of the feat to select it. 
     Blind-Fight, Burst Fire, Combat 
  Expertise, Combat Reflexes, Dead Aim, 
  Defensive Martial Arts, Dodge, Double 
  Tap, Elusive Target, Far Shot, Improved 
  Initiative, Improved Two-Weapon 
  Fighting, 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-foot 
  threat range with any form of Medium-
  size or smaller ranged weapon. 
  Threatening Sphere also allows an 
  Enforcer to fire a Medium-size or 
  smaller firearm in melee combat without 
  provoking attacks of opportunity. 
   
  Lasting Surge  
  At 8th level, an Enforcer learns to 
  harness his Valent Surge to a pair of 
  melee or ranged weapons, giving them 
  an electrical charge. As a standard 
  action, an Enforcer can use one Valent 
  Surge per day to charge a pair of 
  ranged or melee weapons, allowing 
  them to deal an extra 1d6 electrical 
  damage for a number of rounds equal to 
  3 + the Enforcer’s Wisdom modifier. If 
  an Enforcer is using a delRaines pistol, 
  one Valent Surge will charge both the 
  ranged and the melee part of the 
  weapon. 
   
  The Trance 
  At 10th level, an Enforcer can turn his 
  Zone into a Trance, allowing him to 
  reach a new stage of concentration for a 
  brief period of time. Entering The Trance 
  is a full round action and uses up one 
  Zone use for the day. The Trance allows 
  an Enforcer to attack every opponent 
  within his threat range, and he may 
  freely switch from melee to ranged 
  attacks during The Trance. The Trance 
  lasts for one round.  It can be used while 
  a Zone is in effect, but it cannot prolong 
  a Zone beyond its maximum duration. 
   
   
   
   
  
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  Table 4-6: The Free Trader 
  Class 
  Level 
  Class ENC 
  Bonus 
  Base 
  Fort 
  Ref 
  Will 
  Special 
  Defense 
  Bonus 
  Reputation 
  Bonus 
  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) 
  Int 
  Modifier 
  Level 
  One 
  Level 
  Two 
  Level 
  Three 
  Level 
  Four 
  Level 
  Five 
  Level 
  Six 
  Level 
  Seven 
  Level 
  Eight 
  Level 
  Nine 
  Level 
  Ten 
  +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 Trader 
  From Earth to Mars, from Midpoint to 
  the depths of the asteroid belt, Free 
  Traders can be found going about their 
  daily business of salvage, trade, and 
  supply.  The Free Traders are a loose 
  association of merchants who operate 
  throughout the interior solar system. 
  They are uncannily successful 
  businessmen, using advances in 
  fabrication technology to turn a mean 
  profit. They master the skills of crafting 
  and haggling, traveling between cities 
  and even between worlds to buy and to 
  sell in the name of progress, capitalism, 
  and personal wealth. Because Free 
  Traders spend so much time in space, 
  they quickly learn to survive there 
  through a combination of quick wits and 
  skill behind the controls of any space-
  faring vessel. 
   
  REQUIREMENTS 
  To qualify for the Free Trader advanced 
  class, a character must meet the 
  following criteria. 
     Base Attack Bonus: +2. 
     Feat: Starship Operation*. 
     Skills: Bluff 6 ranks, Diplomacy 6 
  ranks. 
   
  CLASS INFORMATION 
  The following information pertains to the 
  Free Trader advanced class. 
   
  Hit Die 
  The Free Trader gains 1d6 hit points per 
  level.  The character’s Constitution 
  modifier applies. 
   
  Action Points 
  The Free Trader gains a number of 
  action points equal to 8 + one-half his 
  
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  © 2005 Max Gaming Technologies, LLC 
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  character level, rounded down, every 
  time he attains a new level in this class. 
   
  Class Skills 
  The Free Trader class skills are as 
  follows. 
     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/Write 
  Language, Repair (Int), Research (Int), 
  Sense Motive (Wis), Speak Language, 
  and Spot (Wis). 
   
     Skill points at each Level: 8 + Int 
  modifier (7 + Int modifier for non-
  humans). 
   
  CLASS FEATURES 
  The following class features pertain to 
  the Free Trader advanced class. 
   
  Tech Programs 
  The Free Trader is able to create 
  special effects by running Tech 
  Programs found in the Utility list. A Free 
  Trader’s ability to run these programs, 
  represented by his Tech Level, 
  improves with his class level as shown 
  in the Free Trader table following this 
  section.  
     Free Traders also gain bonus effective 
  nanite charge (ENC) as they gain levels, 
  representing their improved ability to run 
  Tech Programs. Note that a character’s 
  total ENC is a pool consisting of his 
  class ENC bonus, his intelligence ENC 
  bonus, and his equipment ENC bonus. 
   
  Acquiring Tech Programs:  A Free 
  Trader starts the game with 4 
  unrestricted Level 1 Tech Programs. 
  After that, he must acquire programs by 
  purchasing them (purchase DC = 12 
  plus Tech level). Restricted Tech 
  Programs are available only on the 
  black market, which increases their 
  purchase DCs by an additional +2. The 
  only other way for a character to gain 
  programs is to find them during the 
  course of the game. 
   
  Hand Me Down 
  At 1st level, a Free Trader receives a 
  hand-me-down starship from the 
  Alliance. A Free Trader might keep this 
  ship his entire life, but it is more 
  common for a Free Trader to hand it 
  back in when he acquires a new one.  
  Below are the characteristics of this 
  “starter” ship: 
   
  Type: Ultralight 
  Size: Colossal (-8 size) 
  Subtype: Fast freighter 
  Tactical Speed: 3,500 ft. (7 
  sq.) 
  Defense: 7 
  Length: 200 feet 
    Flat-footed Defense: 5 
  Weight: 1,000 tons 
    Autopilot Defense: 5 
  Targeting 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)
   
  Attack: 
     2 fire-linked lasers -3 ranged (9d8) 
  and  
     fusion mine (5d100) 
  Attack of Opportunity: None 
   
  Design Specs: 
     Engines: Mass driver engine, QED 
     Armor: Polymeric 
     Defense Systems: Autopilot system, 
  damage control system (1d10), radiation 
  shielding, sensor jammer 
     Sensors: Class I sensor array 
     Communications: Radio transceiver, 
  laser transceiver 
     Weapons: 2 fire-linked lasers (range 
  incr. 3,000 ft.), fusion mine, minelayer 
     Grappling Systems: Grapplers 
   
  Haggle 
  
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  When making a purchase, a Free 
  Trader of 2nd level or higher may make a 
  Charisma check (DC 13 + 1 for every 5 
  DC of the object’s purchase DC). If he 
  succeeds at the check, the purchase DC 
  is reduced by 5 (but this cannot reduce 
  the purchase DC below 1).The Free 
  Trader may spend an action point to add 
  his Free Trader level to the Charisma 
  check. 
   
  Bonus Feats 
  At 3rd, 6th, and 9th level, the Free Trader 
  gets a bonus feat.  The bonus feat must 
  be selected from the following list, and 
  the Free Trader must meet all the 
  prerequisites of the feat to select it. 
     Aircraft Operation, Attentive, Builder, 
  Cautious, Creative, Confident, Educated, 
  Focused, Jack of all Trades*, Low 
  Profile, 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 becomes 
  wary of space pirates and claim jumpers. 
  When determining whether a ship is 
  aware for a surprise round, a ship with a 
  Free Trader at the controls gets a +4 
  bonus to the check. 
   
  Bring the Worst 
  At 5th level, a Free Trader learns to 
  adapt to any situation. After failing an 
  ability check, attack roll, saving throw, or 
  skill check, a Free Trader can spend 2 
  action points to re-roll the check with a + 
  5 luck bonus. 
   
  Every Last Bolt 
  A Free Trader knows every statistic 
  about the ship right down to the 
  dimensions of the last bolt. At 7th level, a 
  Free Trader can apply the Free Trader 
  ship template Escaper (shown below) to 
  any ship he owns. 
   
  ESCAPER-class Template (PL 8) 
     Hit Dice: +1d20. 
     Engine Upgrade: Optimized engine 
  (adds 1000 feet to the ship’s tactical 
  speed), QED. 
     Defense System Upgrade: Damage 
  control operates as though the ship 
  were one size category larger (see 
  Chapter 11: Starships in d20 Future).  
     Sensors Upgrade: Any Computer 
  Use check made to use a sensor array 
  receives a +4 equipment bonus. 
   
  Cutting Losses 
  Discretion is the better part of valor, and 
  it is also the better part of profit when 
  cargo is at stake. A ship piloted by a 
  Free Trader of 8th level or higher has a 
  +4 defense bonus vs. attacks of 
  opportunity. When fleeing space combat 
  (as when withdrawing or jumping to 
  cruise speed), the Free Trader’s ship 
  has a +6 defense bonus against all 
  attacks (this does not stack with the +4 
  vs. attacks of opportunity). This feature 
  stacks with the Starship Mobility feat. 
   
  Master Trader 
  At 10th level, a Free Trader gains the 
  title “Master Trader”. He earns 1.5 times 
  (rounded down to a whole number) the 
  amount he would normally earn from 
  trades and sales. (For example, a + 5 
  Wealth bonus from a transaction would 
  become a +7 Wealth bonus.) 
   
  
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  Table 4-8: The Genomorph 
  Class 
  Level 
  Base 
  Fort 
  Ref 
  Will 
  Special 
  Defense 
  Bonus 
  Reputation 
  Bonus 
  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 
   
  Genomorph 
  Soldiers able to adapt to an ever-
  changing battlefield are unbeatable, and 
  Cy-Gen Genomorphs adapt better than 
  any other soldiers in existence. The first 
  Cy-Gen soldiers, created by Cyber-
  Tronix from DNA matrices longer than 
  those of their human templates, quickly 
  began to manifest abilities that were 
  neither foreseen nor intended by their 
  creators. With their high tolerance for 
  stress and their unnaturally abundant 
  genetic resources, some Cy-Gens 
  discovered that, with practice, they 
  could express traits normally dormant in 
  their DNA. These Genomorphs excel in 
  urban combat 
   
  REQUIREMENTS 
  To qualify for the Genomorph advanced 
  class, a character must meet the 
  following criteria. 
     Species: Cy-Gen. 
     Base Attack Bonus: +3. 
     Feats: Toughness, Improved Damage 
  Threshold, Ultra Immune System*. 
   
  CLASS INFORMATION 
  The following information pertains to the 
  Genomorph advanced class. 
  Hit Die 
  The Genomorph gains 1d8 hit points per 
  level. The character’s Constitution 
  modifier applies. 
   
  Action Points 
  The Genomorph gains a number of 
  action points equal to 6 + one-half his 
  character level, rounded down, every 
  time he attains a new level in this class. 
   
  Class Skills 
  The Genomorph’s class skills are as 
  follows. 
     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 + Int 
  modifier. 
   
  CLASS FEATURES 
  The following class features pertain to 
  the Genomorph advanced class. 
   
  Morphing 
  
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  A Genomorph character can “morph” 
  into an alternate form a limited number 
  of times per day. When in this alternate 
  form, the Genomorph manifests specific 
  mutations found in Chapter 12: 
  Mutations in d20 Future, acquiring new 
  mutations as he gains levels. Morphing 
  into an alternate form constitutes a full 
  round action, and does not provoke an 
  attack of opportunity. A Genomorph can 
  morph into his alternate form once per 
  day at 1st level, twice per day at 4th level, 
  and three times per day at 8th level. A 
  Genomorph retains all of his species 
  and class abilities while in his alternate 
  form. 
     A Genomorph can maintain his 
  alternate form for a number of minutes 
  equal to his Genomorph level plus his 
  Constitution modifier (minimum 1 min). If 
  at the end of this time the Genomorph 
  still has the ability to morph at least one 
  more time that day, he can expend one 
  potential morph opportunity to double 
  the duration of his alternate form without 
  having to spend a full round action. At 
  the end of the duration of his alternate 
  form, the Genomorph automatically 
  reverts to his normal form, which takes 
  another full round action. At the end of 
  this full round action the Genomorph 
  becomes fatigued for a length of time 
  equal to the length of time he spent in 
  his alternate form. The Genomorph 
  must wait until this fatigue wears off 
  before he can morph again.  He can 
  spend one action point to decrease his 
  fatigue duration by one minute. 
     As a Genomorph gains levels, he 
  achieves new “Morph Stages”, allowing 
  him to manifest more mutations while in 
  his alternate form. A Genomorph’s 
  alternate form can manifest any or all of 
  its mutations, with the exception of its 
  cosmetic mutations, which always 
  manifest after morphing. These 
  cosmetic mutations are a side effect of 
  morphing, and are a detriment to the 
  extent that they are a visual cue to 
  others that the Genomorph has entered 
  his alternate form. 
     Every time a Genomorph gains a level 
  in the Genomorph class, he may opt to 
  exchange one of his previous non-
  cosmetic mutations for a different 
  mutation.  One minor mutation can be 
  exchanged for a different minor mutation, 
  and two minor mutations can be 
  exchanged for one major mutation. A 
  major mutation can be exchanged for 
  either a new major mutation or for two 
  minor mutations. The Genomorph can 
  exchange any number of mutations 
  when leveling up. If a Genomorph gains 
  a new level in a different class, he may 
  spend 5 action points to exchange his 
  mutations as though he were gaining a 
  level in the Genomorph class. 
     Morph Stage 1: A 1st level 
  Genomorph chooses one minor and one 
  cosmetic mutation for his alternate form 
  from the list of beneficial mutations 
  found in Chapter 12: Mutations in d20 
  Future. Unlike his other mutations, his 
  cosmetic mutations will always manifest 
  in his alternate form, and he cannot 
  exchange them for other mutations 
  while leveling up. 
     Morph Stage 2: A 3rd level 
  Genomorph gains a second minor 
  mutation for his alternate form. 
     Morph Stage 3: A 5th level 
  Genomorph gains his first major 
  mutation for his alternate form, although 
  he may opt to take two minor mutations 
  instead. 
     Morph Stage 4: A 7th level 
  Genomorph gains a third minor mutation 
  for his alternate form. 
     Morph Stage 5: A 9th level 
  Genomorph gains his second major 
  mutation for his alternate form, although 
  he may opt to take two minor mutations 
  instead. 
   
  Darkvison 
  At 2nd level, a Genomorph gains 
  darkvision out to a range of 60 feet.  If 
  he has already acquired darkvision from 
  another source (such as through gene 
  therapy or as a normal mutation) his 
  darkvision extends out to a range of 90 
  
  Dark Horizons Universe Campaign Setting 
   
                        
   
  © 2005 Max Gaming Technologies, LLC 
  - 40 -
  feet. If a Genomorph chooses the 
  darkvision mutation as one of his morph 
  mutations, his darkvision range is 
  increased by 30 feet. 
   
  Bonus Feats 
  At 3rd, 6th, and 9th level, the Genomorph 
  gets a bonus feat. It must be selected 
  from the following list, and the 
  Genomorph must meet all the 
  prerequisites of the feat to select it. 
     Acrobatic, Action Boost*, Athletic, 
  Blind-Fight, Brawl, Cleave, Cybertaker*, 
  Combat Reflexes, Endurance, Frightful 
  Presence, Great Cleave, Great Fortitude, 
  Improved Brawl, Improved Bull Rush, 
  Improved Knockout Punch, Improved 
  Two-Weapon Fighting, Knockout Punch, 
  Planetary Adaptation*, Power Attack, 
  Run, Street Fighting, Sunder, 
  Toughness, Two-Weapon Fighting, Ultra 
  Immune System*. 
   
  Harmonic Morph 
  At 10th level, a Genomorph becomes so 
  in tune with his alternate form that he 
  can morph at will and remain in his 
  alternate form indefinitely. When a 
  harmonic morph ends, the Genomorph 
  no longer feels the effects of fatigue. 
  The Genomorph can choose not to 
  manifest his cosmetic mutations while in 
  a harmonic morph, and can also 
  activate or deactivate any of his 
  mutations as a free action while 
  morphed. 
   
   
  
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  Table 4-9: The Huntsman  
  Class 
  Level 
  Base 
  Fort 
  Ref 
  Will 
  Special 
  Defense 
  Bonus 
  Reputation 
  Bonus 
  1 
  +0 
  +1 
  +0 
  +1 
  Lifesense, Prey +1, +1d6 Sneak 
  Attack 
  +0 
  +0 
  2 
  +1 
  +2 
  +0 
  +2 
  Nowhere to Run, No Pain, 
  Menacing Aura 
  +1 
  +0 
  3 
  +2 
  +2 
  +1 
  +2 
  Bonus feat, Back from the Dead 1 
  pt./round, Prey +2 
  +1 
  +0 
  4 
  +3 
  +2 
  +1 
  +2 
  Close the Gap, Nowhere to Hide 
  (same building) 
  +1 
  +0 
  5 
  +3 
  +3 
  +1 
  +3 
  Back from the Dead 2 pt./round, 
  +2d6 Sneak Attack, Prey +3 
  +2 
  +1 
  6 
  +4 
  +3 
  +2 
  +3 
  Bonus feat, Hide in Plain Sight 
  +2 
  +1 
  7 
  +5 
  +4 
  +2 
  +4 
  Nowhere to Hide (same city), Back 
  from the Dead 3 pt./round, Prey +4 +2 
  +1 
  8 
  +6 
  +4 
  +2 
  +4 
  Unobstructed Pursuit 
  +3 
  +1 
  9 
  +6 
  +4 
  +3 
  +4 
  Bonus feat, Back from the Dead 4 
  pt./round, +3d6 Sneak Attack, Prey 
  +5 
  +3 
  +2 
  10 
  +7 
  +5 
  +3 
  +5 
  Nowhere to Hide (same galaxy), 
  DR 10/Prey 
  +3 
  +2 
   
  Huntsman 
  Huntsmen are notorious for being able 
  to track virtually anything, from the most 
  dangerous animal to the most evasive 
  human.  This talent has caused more 
  than one to be hired as a bounty hunter.  
  In addition to possessing unsurpassed 
  skill with archaic weapons and an 
  incredible ability to withstand massive 
  injury, the Huntsman is well suited to 
  survive even the harshest of 
  environments.  It is the love of the hunt 
  which draws these members of an 
  otherwise secluded people into 
  mankind’s domain. 
   
  REQUIREMENTS 
  To qualify to become a Huntsman, a 
  character must fulfill the following 
  criteria. 
     Species: Nomad. 
     Base Attack Bonus: +2. 
     Skills: Hide 5 ranks, Move Silently 5 
  ranks, Survival 8 ranks. 
     Feat: Track. 
   
  CLASS INFORMATION 
  The following information pertains to the 
  Huntsman advanced class. 
   
  Hit Die 
  The Huntsman gains 1d12 hit points per 
  level. The character’s Constitution 
  modifier applies. 
   
  Action Points 
  The Huntsman gains a number of action 
  points equal to 6 + one-half his 
  character level, rounded down, every 
  time he attains a new level in this class. 
   
  Class skills 
  The Huntsman’s class skills are as 
  follows. 
     Climb (Str), Gather Information (Cha), 
  Hide (Dex), Intimidate (Cha), Jump (Str), 
  Listen (Wis), Move Silently (Dex), 
  Search (Int), Sense Motive (Wis), Spot 
  (Wis), Survival (Wis), Swim (Str). 
   
   
     Skill Points at Each Level: 2 + Int 
  modifier. 
   
  
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  CLASS FEATURES 
  The following features pertain to the 
  Huntsman advanced class. 
   
  Lifesense 
  Starting at 1st level, a Huntsman is 
  aware of living creatures within a cone-
  shaped region reaching up to 60 feet 
  from the Huntsman, the vertex of which 
  is the Huntsman and the location of 
  which is determined by the direction in 
  which the Huntsman is looking. This 
  detection of life, or lifesense, is a 
  standard action for a Huntsman, and the 
  amount of information a Huntsman can 
  determine depends on how long the 
  Huntsman focuses on a particular area. 
  Within one round, a Huntsman can 
  detect the presence or absence of living 
  creatures. 
    After the second consecutive round, a 
  Huntsman can determine the number of 
  living creatures in the area, as well as 
  the strength and location of the life force 
  closest to the Huntsman. If the life force 
  is strong (see below) and the HD or 
  level of the source of the life-force is at 
  least twice the Huntsman’s total 
  character level, the Huntsman is dazed 
  for one round, ending the effect of his 
  lifesense. It may be started again after 
  the dazed effect ends, but at the first 
  level of focus.  If a living creature 
  detected with lifesense dazed the 
  huntsman this way, and it is within the 
  Huntsman’s line of sight, a Huntsman 
  may choose to exclude it from further 
  uses of lifesense in that area. 
     Each round of concentration after the 
  second reveals the strength and location 
  of the next closest life-force, up to a 
  maximum number of rounds of 
  concentration equal to the number of 
  living creatures in the area. If a living 
  creature is outside the Huntsman’s line 
  of sight, then the Huntsman discerns its 
  direction but not its exact location. For 
  the purposes of this power, a living 
  creature is any creature with intelligence 
  of 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 
  Equal 
  Hit dice 2 less than, equal to or 2 more than 
  the 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 as 
  his prey a target whose location and life-
  force strength have been determined 
  through the use of lifesense. A 
  Huntsman may designate only a living 
  creature with a life-force rating of tough 
  or lower as prey, and can do so as a 
  free action. A Huntsman may have only 
  one designated prey at a time, and may 
  not choose a new prey until his current 
  prey is dead (either at the hand of the 
  Huntsman or by any other means).  
  Once prey is chosen, a Huntsman 
  receives a combat advantage against 
  the prey. A Huntsman of 1st level or 
  higher receives a +1 bonus on attack 
  rolls against the chosen prey. This 
  bonus increases by 1 for every odd 
  numbered 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 its 
  destruction no matter the circumstances. 
  Under normal circumstances, there is no 
  way a Huntsman can choose new prey 
  unless the previously selected prey is 
  dead. A Huntsman has supernatural 
  awareness of his prey and knows the 
  instant it is dead, regardless of distance 
  – a Huntsman can detect the death of 
  his prey even from another planet. If it 
  becomes impossible for a Huntsman to 
  kill his prey, the GM may allow the 
  Huntsman to choose new prey, but only 
  after the Huntsman has received 
  forgiveness from the leader of his 
  brotherhood faction.  This forgiveness 
  does not come easily; a Huntsman must 
  prove he is worthy of his title. It is up to 
  
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  the GM to determine the details of a 
  Huntsman’s atonement. 
   
  Sneak Attack 
  The Huntsman gains the Sneak Attack 
  ability at 1st level if he does not have it 
  already. Whenever an opponent is 
  denied his dexterity bonus to defense or 
  flanked by the Huntsman, the Huntsman 
  gains a bonus.  The bonus is +1d6 
  damage with his attack initially, but this 
  bonus rises to +2d6 at 5th level and 
  +3d6 at 9th level. If the Huntsman 
  already has the Sneak Attack ability 
  from another class, the damage 
  bonuses stack. 
   
  Nowhere to Run 
  At 2nd level, a Huntsman in pursuit of his 
  chosen prey moves at the same land 
  speed as his prey if the prey’s speed is 
  higher than the Huntsman’s. If the prey 
  has 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 these 
  modes of movement – just the ability to 
  keep up with the prey. However, if the 
  Huntsman has an alternate form of 
  natural movement, the speed of that 
  form of movement benefits from 
  Nowhere to Run as well. A Huntsman 
  cannot match the speed of a horse his 
  prey is riding, or the speed of a 
  spaceship carrying his prey, or the 
  speed of any other vehicle in which his 
  prey may be traveling. A Huntsman can 
  match only the speed of the natural 
  movement of his prey.  If the Huntsman 
  can fly, his maneuverability does not 
  change. 
   
  No Pain 
  At 2nd level, a Huntsman gains a +4 
  bonus to massive damage saves. 
   
  Menacing Aura 
  A determined Huntsman in pursuit of his 
  prey is a frightening thing to behold. 
  During every round in which a 
  Huntsman of 2nd level or higher has line 
  of sight to his prey, all hostile creatures 
  within 20 feet of the Huntsman must 
  make a Will save (DC10 + half the 
  Huntsman’s levels in this class + the 
  Huntsman’s Cha mod) or take –2 on 
  attacks, AC, and saves for 24 hours or 
  until they’ve successfully damaged the 
  Huntsman. The prey receives a –2 
  circumstance penalty to this save. 
   
  Bonus Feat 
  At 3rd, 6th, and 9th level, the Huntsman 
  gets a bonus feat.  The bonus feat must 
  be selected from the following list, and 
  the Huntsman must meet all the 
  prerequisites of the feat to select it. 
     Action Boost*, Advanced Combat 
  Martial Arts, Advanced Two-Weapon 
  Fighting, Animal Affinity, Armor 
  Proficiency (light), Athletic, Blind-Fight, 
  Brawl, 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, Improved 
  Disarm, Improved Knockout Punch, 
  Improved Trip, Improved Two-Weapon 
  Fighting, Knockout Punch, Mobility, 
  Power Attack, Run, Spring Attack, 
  Strafe, Street  Fighting, Sunder, 
  
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  Toughness, Two-Weapon Fighting, Ultra 
  Immune System*, Urban Tracking*. 
   
  Back from the Dead 
  Starting at 3rd level, a Huntsman 
  recovers quickly. When the Huntsman is 
  reduced to negative hit points and 
  becomes unconscious, he can spend 
  three action points to activate Back from 
  the Dead. Upon activation, he regains 1 
  hit point per round until all damage is 
  restored. The Huntsman remains 
  unconscious until he is back to 
  maximum hit points. During this time the 
  Huntsman is for all intents and purposes 
  dead, and does not need to breathe. 
  The Huntsman appears dead to anyone 
  who hasn’t examined him closely and 
  made a successful Treat Injury check 
  DC 20. Once the Huntsman gains this 
  ability, he can no longer regain hit points 
  from biomedical Tech Programs 
  (although he can still receive the 
  benefits from Tech Programs that 
  restore level, ability drain, or special 
  conditions); however, the Huntsman 
  retains the ability to heal naturally and 
  through use of the Treat Injury skill.  
     Starting at 5th level, the Huntsman 
  regains 2 hit points per round while 
  using this ability; at 7th level, he regains 
  3 hit points per round; and at 9th level, 
  he regains 4 hit points per round.  
     Starting at 5th level, the Huntsman can 
  make a Will save (DC 20) while he is 
  regaining hit points to awaken before 
  reaching maximum hit points. If the save 
  fails, the Huntsman wakes up when he 
  reaches maximum hit points. This Will 
  save is a standard action and can be 
  attempted only once per use of Back 
  From the Dead. If the Huntsman can 
  remain conscious with negative hit 
  points, either because of a class ability 
  or through other means, he can choose 
  to become unconscious as a free action 
  on his turn if he wishes to take 
  advantage of his Back From the Dead 
  ability. 
   
  Close the Gap  
  A 4th level Huntsman in pursuit of his 
  chosen prey moves at a land speed 5 
  feet faster than that of his prey. If the 
  prey has a fly, burrow, climb, or swim 
  speed, the Huntsman can move 5 feet 
  faster than that as well, but only with his 
  land speed. The Huntsman does not 
  gain any of these modes of movement – 
  just the ability to keep up with the prey. 
  However, if the Huntsman has an 
  alternate form of natural movement, the 
  speed of that form of movement benefits 
  from Close the Gap as well. A 
  Huntsman cannot move faster than the 
  speed of a horse his prey is riding, or 
  the speed of a spaceship carrying his 
  prey, or the speed of any other vehicle 
  in which his prey may be traveling. 
  Close the Gap allows a Huntsman to 
  move only 5 feet faster than the speed 
  of the natural movement of his prey.  If 
  the Huntsman can fly, his 
  maneuverability does not change. 
   
  Nowhere to Hide 
  This ability allows the Huntsman to 
  locate his prey and only his prey with 
  supernatural accuracy.  The Huntsman 
  takes a full round action to slowly turn in 
  place and sense when he is facing in 
  the direction of his prey. He also knows 
  the direction, if any, in which the prey is 
  moving.  Running water blocks this 
  ability. 
     At 4th level, a Huntsman can detect 
  prey only within a single building or 
  building-sized area. At 7th level a 
  Huntsman can detect prey within the 
  same city or city-sized area. At 10th level, 
  a Huntsman can detect his prey as long 
  as they are both in the same galaxy. For 
  a Huntsman at 10th level or higher, 
  Nowhere to Hide is no longer blocked by 
  running water.  
   
  Hide in Plain Sight 
  A Huntsman at 6th level or higher can 
  use the Hide skill even while being 
  observed. As long as he is within 10 feet 
  of any sort of shadow, a Huntsman can 
  hide himself from view in the open. He 
  
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  cannot, however, hide in his own 
  shadow. 
   
  Unobstructed Pursuit 
  At 8th level, a Huntsman gains the ability 
  to bypass barriers and obstacles that 
  would normally keep him from his prey. 
  For up to 5 rounds per day, the 
  Huntsman adds 10 to his strength for 
  breaking down doors and barriers or 
  damaging inanimate objects. 
   
  Damage Reduction 
  At 10th level, a Huntsman is so focused 
  on his prey that he practically ignores 
  attacks from others, and gains damage 
  reduction 10/prey. The first 10 points of 
  damage dealt to a Huntsman from any 
  creature other than his prey is instantly 
  healed. Attacks from the prey, whether 
  made with natural or manufactured 
  weapons, deal normal damage. The 
  Huntsman must have a chosen prey and 
  have line of sight to the prey for the 
  damage reduction to be in effect.  
   
   
  
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  Table 4-10: The Myrmidon 
  Class 
  Level 
  Base 
  Fort 
  Ref 
  Will 
  Special 
  Defense 
  Bonus 
  Reputation 
  Bonus 
  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 
   
  Myrmidon 
  For millennia, humans worked to 
  develop weapons advanced enough to 
  allow them to wage war while remaining 
  apart from the horrors of war.  As 
  weapons became smarter, so did 
  defense systems.  By the time of the 
  Martian Revolution war had come full 
  circle, with many battles being decided 
  by armored soldiers fighting face to face 
  and shoulder to shoulder. 
     In today’s conflicts, specially-trained 
  mercenaries known as Myrmidons don 
  highly advanced powered armor and 
  march to war.  The Myrmidons, like the 
  soldiers of Achilles in the Trojan War, 
  are elite fighters: walking tanks doling 
  out untold damage and destruction.  
  When the military of a nation at war 
  cannot succeed on its own, it is not 
  uncommon for the government of that 
  nation to turn to the Overlord Mercenary 
  Guild, who will provide a contingent of 
  Myrmidons to aid in the war effort … for 
  a hefty fee. 
   
  REQUIREMENTS 
  To qualify to become a Myrmidon, a 
  character must fulfill the following 
  criteria. 
   
     Base Attack Bonus: +3. 
     Skill: Knowledge (tactics) 8 ranks, 
  Repair 6 ranks. 
     Feats: Armor Proficiency (powered)*, 
  Archaic Weapons Proficiency. 
   
  CLASS INFORMATION 
  The following information pertains to the 
  Myrmidon advanced class. 
   
  Hit Die 
  The Myrmidon gains 1d10 hit points per 
  level. The character’s Constitution 
  modifier applies. 
   
  Action Points 
  The Myrmidon gains a number of action 
  points equal to 6 + one-half his 
  character level, rounded down, every 
  time he attains a new level in this class. 
   
  Class Skills 
  The Myrmidon’s class skills are as 
  follows. 
     Climb (Str), Demolitions (Int), 
  Intimidate (Cha), Jump (Str), Profession 
  (Wis), Survival (Wis), Swim (Str). 
   
     Skill Points at Each Level:  3 + Int 
  modifier. 
  
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  CLASS FEATURES 
  The following class features pertain to 
  the Myrmidon advanced class. 
   
  Second Skin 
  At 1st level, a Myrmidon is so used to 
  wearing his advanced powered armor 
  that it becomes his second skin. When 
  wearing advanced and regular powered 
  armor, the associated speed penalty is 
  reduced by up to 10 feet and Armor 
  penalties are reduced by 5. 
   
  Stability 
  At 1st level, a Myrmidon learns to 
  control his advanced powered armor 
  to obtain the most stability during 
  combat. A Myrmidon gains a +4 on 
  ability checks made to resist being 
  bull rushed or tripped when standing 
  on the ground. 
   
  Combat Trained 
  Starting at 2nd level, a Myrmidon can 
  switch his focus from offense to 
  defense, or vice versa, as a free 
  action. Combat Trained gives a +1 
  class bonus that can be assigned to 
  attack, damage, or defense each 
  round. The Myrmidon must declare 
  this focus at the start of his turn in 
  order to benefit from it. 
     At 5th level, the bonus from 
  Combat Trained increases to +2, 
  and at 8th level, the bonus increases 
  to +3. 
   
  Bonus Feats 
  At 3rd, 6th, and 9th level, the 
  Myrmidon gets a bonus feat.  The 
  bonus feat must be selected from 
  the following list, and the Myrmidon 
  must meet all the prerequisites of the 
  feat to select it. 
     Action Boost*, Advanced Combat 
  Martial Arts, Advanced Firearms 
  Proficiency, Advanced Two-Weapon 
  Fighting,  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, Improved 
  Disarm, Improved Knockout Punch, 
  Improved Trip, Improved Two-Weapon 
  Fighting, Knockout Punch, Mobility, 
  Power Attack, Run, Spring Attack, 
  Strafe, Streetfighting, Sunder, 
  Toughness, Two-Weapon Fighting, Ultra 
  Immune System*. 
  
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  Attunement 
  A Myrmidon becomes so attuned to his 
  powered armor that his senses become 
  heightened 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 make 
  almost any attack successful while in his 
  powered armor. By spending 2 action 
  points as a standard action, a Myrmidon 
  can add his level in this class to an 
  attack roll.  
   
  Powered Evasion 
  At 7th level, a Myrmidon gains Evasion 
  while in his powered armor. Powered 
  Evasion grants the same benefit to 
  reflex saves granted by the Evasion 
  Fast hero talent described in Chapter 1: 
  Characters of the d20 Modern 
  Roleplaying Game. Unlike the Fast hero, 
  who can use his Evasion talent only 
  when wearing light armor or no armor, 
  the Myrmidon can use this ability only 
  when wearing powered armor.  
   
  The Sentient 
  A 10th level Myrmidon is given a new AI 
  Core called a Sentient. Most Sentients 
  are named by their owners and behave 
  and sound as though they are of the 
  gender opposite that of their host 
  Myrmidon. The Sentient’s first 
  allegiance is to the faction or company 
  that installed it; otherwise it is 
  completely devoted to its host. A 
  Sentient has the following stats: Int 19, 
  Wis 10, Cha 15. 
     Skills: Speak Language (either the 
  faction’s base language or the owner’s 
  species language + 3 others), Computer 
  Use (10), Decipher Script (5), 
  Knowledge (history 10, tactics 10, plus 
  10 ranks in one additional chosen 
  knowledge skill); Listen, Search, and 
  Spot are each 5 + any powered armor 
  equipment bonuses. 
     Special Abilities: A Sentient can take 
  one standard or move equivalent action 
  per round that does not involve 
  controlling its Myrmidon’s body.  This 
  can range from making a skill check to 
  activating a Core Implant ability to which 
  it has access.  A Sentient can also use 
  any equipment on the powered armor 
  that does not require the use of the 
  Myrmidon’s body, ranging from sensors 
  to nanotechnological gear. A Sentient 
  can always take 10 on skill checks using 
  its own skills or any skills equipped in 
  the powered armor. A Sentient can 
  assist its Myrmidon by making Aid 
  Another checks for any Int-, Wis-, or 
  Cha-based skills. 
     Auto Pilot: A Sentient can control its 
  host body if the Myrmidon is 
  unconscious or dying (but not if the 
  Myrmidon is dead). Since a Sentient is 
  directly connected to its Myrmidon, it 
  can operate at effectively half the 
  Myrmidon’s total level, but has access to 
  only its physical stats, saves, and feats  
     Equipment: A Sentient can be 
  equipped with any Core Implant 
  upgrades, and any such devices that 
  are installed on a Myrmidon’s previous 
  Core are reinstalled on its Sentient 
  when the Myrmidon acquires it. 
   
   
   
  
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  Table 4-11: The Templar 
  Class 
  Level 
  Base 
  Fort 
  Ref 
  Will 
  Special 
  Defense 
  Bonus 
  Reputation 
  Bonus 
  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 
   
  Templar 
  The Templar is the core of the Valence 
  force. Next to the Valence Enforcer, the 
  Valence Templar is one of the most 
  enigmatic warriors in all of space.  
  Always clad in the white and blue armor 
  of the Sanctuary, the Templar is tasked 
  with the protection of the entire Valence 
  people. 
     When the Martian Revolution broke 
  out, the Valence were reluctant to take 
  sides, but when Rangers from the 
  Terran Alliance massacred the people of 
  Lohse, the Valence Council sent the 
  Templar against the Alliance.  For 
  months the Templar were nothing more 
  than rumor to the Alliance – grim and 
  incredible stories of phantoms more 
  deadly than any human soldier could be.  
  It was not until a patrol of fifty Rangers 
  met with a band of four Templar that the 
  stories were found to be true: only one 
  Ranger survived to tell the tale to the 
  Alliance. 
     A Templar’s ability to fire a bolt of bio-
  electrical energy sets him apart from 
  any other solder.  This ability has 
  caused a great fear of the Templar, 
  even among the colonists they have 
  protected. 
  REQUIREMENTS 
  To qualify to become a Templar, a 
  character must fulfill the following 
  criteria. 
     Species: Valence. 
     Base Attack Bonus: +2. 
     Skills: Knowledge (tactics) 4 ranks, 
  Knowledge (theology and philosophy) 4 
  ranks. 
     Feat: Improved Valent Surge. 
   
  CLASS INFORMATION 
  The following information pertains to the 
  Templar advanced class. 
   
  Hit die 
  The Templar gains 1d10 hit points per 
  level. The character’s Constitution 
  modifier applies. 
   
  Action Points 
  The Templar gains a number of action 
  points equal to 6 + one-half his 
  character level, rounded down, every 
  time he attains a new level in this class. 
   
  Class Skills 
  The Templar’s class skills are as follows. 
  
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     Balance (Dex), Climb (Str), Computer 
  Use (Int), Intimidate (Cha), Jump (Str), 
  Knowledge (current events, history, 
  Martian ecology, tactics) (Int), Listen 
  (Wis), Profession (Wis), Read/Write 
  Language, Repair (Int), Search (Int), 
  Speak Language, Spot (Wis), Survival 
  (Wis), Tumble (Dex). 
   
     Skill Points at Each Level: 2 + Int 
  modifier. 
   
  CLASS FEATURES 
  The following features pertain to the 
  Templar advanced class. 
   
  Armor Proficiency (powered) 
  A Templar gains the Armor Proficiency 
  (powered) feat for free at 1st level, and 
  does not need to meet any prerequisites 
  other than being a member of the 
  Templar advanced class. Note that 
  Valence characters cannot have Core 
  Implants, so a Templar cannot use 
  powered armor that requires a Core with 
  External Interface Core Technology 
  (EICT). However, Valence characters 
  are the only characters that can use 
  Sanctuary powered armor and other 
  Valence-specific equipment. 
   
  Valent Strike 
  At 1st level, a Templar can expend one 
  of his Valent Surges for the day as a full 
  round action to charge up his Sanctuary 
  powered armor, giving it 10 shots of 
  Valent Strike.  The use of a Valent 
  Strike is a standard action and the 
  Templar must make a ranged touch 
  attack on a target within 60 feet to use 
  the Strike.  On a successful hit, a Valent 
  Strike deals 3d6 points of 
  sonic/concussive damage and ignores a 
  target’s hardness. All charges last until 
  expended, but the Sanctuary powered 
  armor can hold no more shots of Valent 
  Strike than 10 x Templar level. 
   
  Electromagnetic Sensory Perception 
  (EMSP) 
  At 2nd level, a Templar gains the ability 
  to sense electrical currents and 
  electromagnetic fields from both 
  biological and non-biological sources. 
  This ability grants a +2 competence 
  bonus to Spot, Listen, and Search 
  checks, as long as the subject of the 
  check has a nervous system or similar 
  electrical structure. 
   
  Ever Charged 
  Any metal-based melee weapon can be 
  attuned to a Templar’s bio-electrical 
  current when the Templar is 2nd level or 
  higher. This causes the weapon to inflict 
  an additional 1d6 electrical damage 
  upon dealing damage. A Templar must 
  take 1 day with the weapon he wishes to 
  attune and spend 500 experience points 
  to properly attune the object. A weapon 
  attuned to a Templar in this way 
  functions only in the hands of that 
  Templar, and only when he is in his 
  Sanctuary powered armor. 
   
  Bonus Feats 
  At 3rd, 6th, and 9th levels, the Templar 
  gets a bonus feat.  The bonus feat must 
  be selected from the following list, and 
  the 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, Exotic 
  Melee Weapons Proficiency, Frightful 
  Presence, Great Cleave, Heroic Surge, 
  Improved Initiative, Lightning Reflexes, 
  Power Attack, Spring Attack, Weapon 
  Finesse. 
   
  Improved Valent Strike 
  The Valent Strike of a 4th level Templar 
  increases to 3d8 points of damage on a 
  successful hit.  
   
  Pattern Recognition 
  At 5th level, a Templar’s EMSP ability 
  becomes more fine-tuned, allowing him 
  
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  to read stored computer data directly by 
  observing the electrical patterns in the 
  data storage device. If the Templar is 
  using an active computer interface, this 
  grants a +2 competence bonus to any 
  Computer Use checks. If the Templar is 
  attempting to read data on an inactive 
  computer storage device (such as a 
  computer disk) he can only attempt to 
  read it, with a Computer Use check at a 
  –5 penalty. 
   
  Extra Valent Surge 
  A Templar of 5th level or higher can 
  perform Valent Surge twice per day.  A 
  Templar of 10th level or higher can use 
  Valent Surge three times per day.  
   
  Multi Strike 
  At 7th level, a Templar can direct a 
  Valent Strike at each of 2 separate 
  targets (which must be no more than 20 
  feet apart), or direct a double strike at a 
  single target. To use Multi Strike, a 
  Templar makes a ranged touch attack 
  for each strike at his highest attack roll 
  with a -4 penalty to each.  
   
  EMSP Empathy 
  At 8th level, a Templar’s EMSP ability 
  improves to the extent that he can 
  discern electrical patterns in the minds 
  of sentient beings, giving him an Insight 
  bonus when dealing with other 
  characters. By using EMSP Empathy, 
  the Templar gains a +2 bonus to the 
  following skills as long as the target is 
  within 40 feet: Bluff, Diplomacy, Gather 
  Information, Gamble, Investigate, and 
  Sense Motive. 
   
  Sanctuary 
  At 10th level, a Templar can expend one 
  Valent Surge to surround himself in an 
  energy shield; this sanctuary, after 
  which his armor was named, grants the 
  Templar 50 temporary hit points and a 
  +4 deflection bonus to defense until all 
  of the temporary hit points are used up. 
  This energy shield is visible only to other 
  Valence characters, and does not 
  impede the Templar in any way. 
   
   
   
   
  
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  Chapter 5: New Weapons 
   
  In addition to the weapons found in the 
  d20 Modern Roleplaying Game and d20 
  Future, the Dark Horizons universe 
  offers weapons specific to this setting. 
   
  Weapon Gadgets 
  For information about the gadget system, 
  see Chapter 3: Gear in d20 Modern. 
   
  Crysanium Weapons (PL 6) 
  Crysanium is a rare mineral that forms 
  during high-energy collisions among 
  large objects such as asteroids, 
  meteorites and comets. It was first 
  discovered in small quantities on the 
  moon, and later in higher concentrations 
  on Mars and around the Asteroid Belt. 
  Crysanium is composed mainly of iron 
  and nickel that has been forced into a 
  deformed crystalline structure by the 
  heat and pressure of impact. It can be 
  shaped either by chipping (like flint or 
  volcanic glass) or by carving with a 
  precision laser. Crysanium is both 
  extraordinarily hard and resilient enough 
  to maintain an atomically fine edge for a 
  seemingly infinite time-span; this unique 
  combination of qualities gives weapons 
  made from crysanium an awesome 
  ability to penetrate other materials. 
  Slashing and piercing weapons made of 
  crysanium ignore hardness up to 25 
  when sundering weapons or attacking 
  objects. Most of the crysanium weapons 
  in existence are patterned after archaic 
  weapons, including melee weapons 
  such as swords and axes and ranged 
  weapons such as bows and throwing 
  knives. Blunt weapons can be made of 
  crysanium, but they do not gain the 
  hardness-penetrating abilities of 
  slashing and piercing weapons. 
  Crysanium weapons typically have 
  qualities equal to or better than their 
  archaic counterparts, and have 
  purchase DCs equal to 3 more than 
  those of the non-crysanium versions.  
     Restrictions: Simple and Archaic 
  weapons that deal slashing and/or 
  piercing damage (see Chapter 4: 
  Equipment in the d20 Modern 
  Roleplaying Game for a list of these 
  weapons). 
     Purchase DC Modifier: +3 
   
  Vector Weapons (PL 6) 
  Vector weapons are melee weapons of 
  Medium-size or larger that use a 
  vectored thruster to add extra damage 
  to attacks (at the cost of decreased 
  accuracy). A character proficient in the 
  base weapon can use the Power Attack 
  feat when attacking with a vector 
  weapon. Weapons that have a vector 
  system built into them cannot be energy 
  weapons or have complicated parts 
  (such as high-frequency blades), but 
  they can be crysanium weapons. Vector 
  weapons are almost exclusively archaic 
  weapons built with advanced 
  manufacturing and metallurgy 
  technology. A rod of solid chemical 
  propellant, housed in the weapon hilt, 
  fuels the weapon’s thruster. This fuel 
  rod will last for 50 power attacks, and 
  must be replaced after that time. A 
  character using a vector weapon can 
  choose to not fire its thruster and attack 
  normally. 
     Restrictions: Non-energized melee 
  weapons of Medium-size or larger (see 
  Chapter 4: Equipment in the d20 
  Modern Roleplaying Game for a list of 
  these weapons). 
     Purchase DC Modifier: +2 
   
  Melee Weapons 
   
  Simple Melee Weapons 
  The Simple Weapons Proficiency feat is 
  required to use any of these weapons 
  without the -4 nonproficient penalty. 
   
  Battle Prod (PL 6) 
  
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  Security forces often use this weapon 
  for crowd control. It has two modes, 
  extended and collapsed. When 
  collapsed, it can be used either as a 
  club to deal 1d6 bludgeoning damage, 
  or as a cattle prod to deal 1d6 electrical 
  damage. When extended, it can be 
  wielded as a staff double weapon, with 
  one end dealing the electrical damage 
  and the other dealing bludgeoning 
  damage. Either end can be the primary 
  weapon. 
   
  Crysanium Boot Knife (PL 6) 
  The crysanium boot knife is favored by 
  those who live on space stations and by 
  soldiers serving tours of duty on long-
  range starships. Balanced for throwing, 
  it is safer to use as a ranged weapon in 
  a pressurized environment than most 
  firearms, while retaining amazing 
  hardness-penetrating qualities because 
  of its crysanium construction. 
   
  Plasma Torch (PL 7) 
  When deactivated, this weapon 
  resembles the hilt of a bulky knife or 
  short sword. When the torch is activated, 
  a 10-inch jet of white-hot plasma springs 
  from the hilt, like a short blade of fire. 
  These weapons were originally made as 
  cutting tools, but were pressed into 
  combat so often that most models are 
  now designed specifically for fighting. 
   
  Spike Hammer (PL 6) 
  When crysanium was first discovered 
  during lunar mining operations its supply 
  was limited, so this weapon was 
  designed to make the most of a small 
  amount of the material. 
     When not in use, the spike hammer 
  appears to be a plain titanium cylinder 
  strapped to the wielder’s forearm. When 
  the hammer is used for attack, a 
  ballistic-grade spring causes a 5-inch 
  crysanium spike to thrust from the 
  cylinder with enough force to penetrate 
  even the heaviest powered armor. After 
  each attack, the spike must be retracted 
  as a move equivalent action, so the 
  spike hammer is less effective for 
  characters who can make multiple 
  attacks per round. 
     The spike hammer was one of the 
  earliest weapons made of crysanium to 
  combat power-armored troops, and was 
  designed to finish off soldiers in disabled 
  armor. A character in powered armor 
  who is attacked with a spike hammer 
  must succeed at a Reflex save DC 15, 
  or the attack completely bypasses the 
  armor and deals damage directly to the 
  character inside. 
   
  Archaic Melee Weapons 
  The Archaic Weapons Proficiency feat is 
  required to use any of these weapons 
  without the -4 nonproficient penalty. 
   
  Crysanium Throwing Axe (PL 6) 
  This axe is effective as either a melee or 
  a throwing weapon. These axes are 
  generally used by Nomads to defend 
  their communities from raiders who use 
  heavy armor. 
   
  Infantry Powersaw (PL 6) 
  This weapon resembles a two-handed 
  sword, with a chainsaw blade 
  approximately two feet long in place of a 
  much longer steel blade. The infantry 
  powersaw was one of the earliest melee 
  weapons designed for use by power-
  armored troops prior to the discovery of 
  significant crysanium deposits on Mars 
  and the Asteroid Belt. The powersaw’s 
  design makes it easier to use than a 
  regular chainsaw, so a character must 
  have the archaic weapons proficiency 
  feat instead of the exotic weapons 
  proficiency feat to wield it. A character 
  wielding an infantry powersaw who is 
  proficient in its use gains the Cleave feat 
  for free. 
   
  Nomadic Huntspear (PL 6) 
  Commonly used by Nomad Huntsmen, 
  the Nomadic Huntspear is a crysanium-
  tipped broad spear.  The massive 
  strength of the Nomads who wield these 
  weapons, combined with the penetrating 
  
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  properties of the crysanium point, 
  makes the Nomadic Huntspear lethal to 
  any target, with or without armor. 
   
  Thermal Pike (PL 6) 
  Martian rebels were the first to use this 
  weapon, which allowed them to strike at 
  the Colonial Governor’s Rangers from 
  outside the Rangers’ melee range. 
  Despite this advantage, rebels who went 
  toe-to-toe with the elite Rangers 
  suffered a high fatality rate. This is a 
  reach weapon, allowing the wielder to 
  attack targets at a range of 10 feet. 
  Sawed-off variants of this weapon are 
  less conspicuous but deal only 1d10 
  damage. 
   
  Vector Mace (PL 6) 
  This modified archaic weapon has a 
  thruster built into its head, increasing the 
  damage it can deal at the expense of 
  accuracy. Like all vector weapons, it 
  grants its wielder the Power Attack feat 
  for free as long as he is proficient with a 
  mace. 
   
  Ranged Weapons 
   
  Handguns and Longarms 
  The Personal Firearms Proficiency feat 
  is required to use any of the following 
  weapons (with the exception of the 
  Plasma Thrower, the use of which does 
  not require any proficiency) without the -
  4 nonproficient penalty. 
   
  Binary Laser Pistol (PL 7) 
  The Eastern Confederation designed 
  this double-barreled laser pistol for use 
  by its special police forces in quelling 
  internal rebellions. The pistol was 
  intended to mark surviving rebels with a 
  double laser burn, so they could be 
  easily identified later. When no live 
  rebels were found with the double burn 
  marks, the design was considered a 
  failure, but then rebels with the marks 
  began showing up in morgues. Further 
  investigation showed that the double 
  laser incisions do not heal properly, 
  causing severe blood loss. This weapon 
  has the wounding property, dealing one 
  point of Constitution damage (due to 
  blood loss) on a successful hit. Critical 
  hits do not multiply this damage, and 
  targets that are immune to critical hits or 
  simply do not have Constitution scores 
  are not vulnerable to this effect. 
   
  Bio-annihilator (PL 7) 
  This bulky pistol fires a glob of liquid that 
  is highly caustic to organic compounds, 
  but leaves non-organic molecules intact. 
  The liquid is actually a medium to 
  deliver billions of microbes that ingest 
  living matter by secreting a powerful 
  digestive acid. This weapon deals no 
  damage to inorganic targets, and is 
  often used by starship boarding parties 
  and space station police forces. 
   
  Dragoon Mini-Flamer (PL 7) 
  Resembling a large pistol, this weapon 
  is a miniaturized variant of the 
  flamethrower (see Chapter 4: 
  Equipment in the d20 Modern 
  Roleplaying Game for more information 
  about the flamethrower). A character 
  must have the Personal Firearms 
  Proficiency feat to use the dragoon mini-
  flamer properly. This weapon is unlike a 
  conventional flamethrower in that it is 
  used to make direct attacks on a 
  specific target (rather than on any 
  creature in the line of flame) and 
  requires an attack roll (rather than a 
  reflex save from each target, as is the 
  case when attacking with a 
  flamethrower). The dragoon mini-flamer 
  is fed by a rod of solid chemical fuel that 
  is loaded directly into the weapon like a 
  clip of ammo. The chemical fuel in the 
  rod is a byproduct of chemical rocket 
  propellant research, but was an 
  ineffective propellant because it burned 
  too hot and too slow. The dragoon mini-
  flamer shoots a stream of flaming goo 
  that adheres to the target and initially 
  deals 2d6 fire damage. The goo 
  continues to burn, dealing 1d6 points of 
  
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  fire damage per round for 4 rounds. This 
  burning chemical compound is difficult 
  to extinguish, and takes two full round 
  actions or the use of a fire extinguisher 
  to put out. 
   
  Microwave Cannon (PL 7) 
  This restricted weapon has been used 
  by many underground rebellions and 
  criminal organizations to combat the 
  heavily armored troops of most military 
  and security forces. The reason it is so 
  effective is that the deadly microwaves it 
  projects go right through any cover or 
  armor that is not resistant to heat 
  (disregard defense bonuses from armor 
  and cover unless it has damage 
  resistance vs. fire). The major drawback 
  to the cannon is its very limited range – 
  it is effective only when the target is 
  within two range increments. Also, 
  microwaves are less effective against 
  nonliving targets, such as machines, 
  and deal only half damage to these 
  targets.  
   
  Shard Blaster (PL 6) 
  This is one of the few non-archaic 
  ranged crysanium weapons in existence. 
  It bears a strong resemblance to a 
  sawed-off shotgun and fires between 20 
  and 40 tiny crysanium shards at a target. 
  These shards, each usually less than 
  half an inch wide, possess the 
  penetrating qualities of their melee-
  weapon cousins. The shards are 
  embedded in a solid slug of caseless 
  ammo propellant in the shape of a 12-
  gauge shotgun shell, and are loaded 
  into the shard blaster in the same 
  manner as shells into a shotgun (for 
  more details about the use of shotguns, 
  see Chapter 4: Equipment in the d20 
  Modern Roleplaying Game). Thanks to 
  this clever design, a shard blaster can 
  be used to fire standard 12-gauge 
  shotgun shells when shard ammo is in 
  short supply. Be warned, however, that 
  attempting to fire shard rounds from a 
  standard 12-gauge shotgun deals the 
  shotgun’s damage to everyone in a 15-
  foot radius (Reflex save DC 16 for half 
  with no save possible for whoever 
  attempted the attack). This is because 
  crysanium shards will rip a standard 
  shotgun apart. The only reason the 
  shard blaster itself is safe to use with 
  shard ammo is because its barrel is 
  made of solid titanium and lined with a 
  crysanium composite. 
   
  Heavy Ranged Weapons 
  A specific Exotic Firearms Proficiency 
  feat is required to use any of these 
  weapons without the -4 nonproficient 
  penalty. 
   
  delRaines (PL 7) 
  When the Valence Council 
  commissioned the Enforcers, a special 
  weapon was designed for their use.  
  Named after the first Enforcer, Nathaniel 
  del Raines, this handgun is a dual-
  weapon system: one weapon is the gun 
  itself, which shoots a caseless explosive 
  projectile, and the other is a stun baton 
  located at the base of the handle. The 
  delRaines is considered a light weapon 
  for a Medium-size character for the 
  purpose of two-weapon fighting unless 
  the character is non-proficient in its use 
  (in which case the usual penalties for 
  Dual Wield apply). 
    When a character with the Exotic 
  Firearms Proficiency feat (delRaines) 
  wields one or more delRaines, he may 
  switch between ranged and melee 
  attacks using the delRaines for each 
  attack.  Non-proficient characters cannot 
  do this. 
     Any wielder, regardless of his 
  proficiency, adds his strength bonus to 
  the stunner damage. When attacked 
  with the stunner, a target who is hit must 
  make a Fortitude save DC 10 + damage 
  dealt or be stunned for one round.  If a 
  single target is hit with the stunner 
  multiple times during a single round, the 
  number of rounds for which he is 
  stunned stack. 
   
  Devastator Anti-Armor Cannon (PL 7) 
  
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  When facing opponents wearing 
  powered armor, a soldier will often trade 
  in his lighter weapon for the bulky 
  Devastator, hoping that the Devastator’s 
  large-bore explosive rounds will bring 
  down the seemingly unstoppable armor.  
  However, despite its ability to rain a 
  “hailstorm of Hades” of caseless 
  bomblet ammunition upon its target, the 
  Devastator is not without its drawbacks.  
  Because of its bulk, the gun requires a 
  full round both to set up and to tear 
  down.  Furthermore, a character using a 
  Devastator is unable to move away from 
  the gun without tearing it down or 
  leaving it.  Firing the Devastator requires 
  the Exotic Firearms Proficiency feat 
  (cannons); characters with that feat 
  automatically gain the Burst Fire feat 
  when using this weapon. 
   
  Wildfire Launcher (PL 7) 
  With military tactics again dependent on 
  a very personal form of fighting, the 
  mortar is once again an important 
  element in an army’s arsenal.  With new 
  shells such as the Skyfire and NVSB, 
  the mortar has been reborn with a new 
  level of ferocity as well as a new level of 
  convenience: the Wildfire’s relatively 
  simple set-up makes it cheap to 
  manufacture and easy to deploy.  
  However, only a character with the 
  Exotic Firearms Proficiency feat (rocket 
  launchers) can successfully operate the 
  Wildfire.  To attack with the Wildfire, a 
  character targets a 15 foot by 15 foot 
  area and makes an attack roll.  The 
  target area has an effective Defense of 
  10; if the attack is successful, then 
  anything within the area must make a 
  Reflex save (DC 15) or take the 
  weapon’s damage. 
   
  Other Ranged Weapons 
  The feat that provides proficiency with 
  these weapons varies from weapon to 
  weapon, and is included in the weapons 
  table. 
   
  Arc Projector (PL 6) 
  An arc projector resembles a tuning fork 
  with a pistol grip attached. When fired, it 
  shoots an arc of electrical current that 
  damages and stuns an enemy for one 
  round unless a Will save DC 14 is made. 
   
  Ballistic Knife (PL 6) 
  This weapon can function as an ordinary 
  knife, but can also be used as a 
  projectile weapon. When triggered, a 
  high-power spring shoots the knife blade 
  with a much greater range than afforded 
  by simply throwing the knife. If the blade 
  is retrieved, it can be re-loaded into the 
  hilt as a move equivalent action.  
   
  Bolt Caster (PL 7) 
  This ranged weapon is essentially an 
  advanced crossbow that uses an 
  electromagnetic solenoid launcher to fire 
  a metallic bolt at a target. Unlike a 
  traditional rail-gun, a bolt caster does 
  not accelerate a round towards the 
  speed of light; it sacrifices stopping 
  power for versatility. Due to its design a 
  bolt caster can fire various specially-
  designed bolt rounds, including 
  grappling bolts, explosive bolts, and 
  corrosive bolts. The bolt caster can have 
  only 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 fires 
  smaller dart-sized rounds, including stun 
  darts, tracker darts, and poison darts. 
  The dart caster holds up to 4 darts in an 
  internal chamber, all of which can be re-
  loaded as a full round action. 
   
  Micro Laser (PL 7) 
  This small simple-to-use laser weapon 
  is designed for covert use, and its small 
  size makes it easy to conceal. The 
  weapon itself looks like either a simple 
  pen or a flashlight. A Spot check DC 15 
  is required to recognize it as a weapon 
  during a search.  
   
  Plasma Thrower (PL 7) 
  
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  This weapon is an advanced form of 
  flamethrower, dealing a similar amount 
  of damage but possessing fewer 
  drawbacks. A plasma thrower shoots a 
  stream of super-heated gas 5 feet wide 
  and 40 feet long. All characters caught 
  in the stream must make a Reflex save 
  DC 15 or take 3d10 points of fire 
  damage.  Much like a flamethrower, the 
  plasma thrower does not require a 
  proficiency to use. Unlike a 
  flamethrower, the plasma thrower is fed 
  not from a backpack, but from a canister 
  of fuel attached to the main gun. This is 
  a much safer design, as the canister is 
  not susceptible to direct attack (as is the 
  flamethrower’s backpack); and the 
  plasma thrower’s canister is easier to 
  reload than the flamethrower’s backpack. 
  Each canister contains enough fuel for 
  10 attacks, and is treated like box ammo.
   
  
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  Table 5-1: Weapons
  Weapon 
  Damage 
  Critical 
  Damage Type Range 
  Incr. 
  Rate of 
  Fire 
  Mag. 
  Size 
  Wt. 
  (lb.) 
  Purch. 
  DC 
  Rest. 
  Simple Melee Weapons (require the Simple Weapons Proficiency feat) 
  Battle Prod 
  1d6/1d6 
  20 
  Bludgeoning/ 
  Electrical 
  - 
  - 
  - 
  Med. 
  4 
  16 
  - 
  Crysanium 
  Boot 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) 
  Crysanium 
  Throwing Axe 
  1d6 
  x3 
  Slashing 
  20 ft. 
  - 
  - 
  Small 
  2 
  10 
  - 
  Infantry 
  Powersaw 
  3d6 
  x3 
  Slashing 
  - 
  - 
  - 
  Med. 
  8 
  10 
  Res (+2) 
  Nomadic 
  Huntspear 
  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) 
  Microwave 
  Cannon 
  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) 
  delRaines 
  Stunner 
  1d6+spec 
  19-20 
  Bludgeoning 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  Devastator 
  3d12 
  20 
  Ballistic 
  90 ft. 
  A 
  Linked 
  Huge 
  50 
  25 
  Mil (+3) 
  Wildfire 
  Launcher 
  Varies with 
  ammunition - 
  Varies with 
  ammunition 
  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 with 
  ammunition x2 
  Varies with 
  ammunition 
  30 ft. 
  Single 
  1 int. 
  Large 
  4 
  18 
  Lic (+1) 
  Dart Caster 
  (Simple) 
  Varies with 
  ammunition x2 
  Varies with 
  ammunition 
  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) 
  Plasma 
  Thrower (no 
  feat needed) 
  3d10 
  x3 
  Energy (Fire) 
  - 
  Single 
  10 box 
  Large 
  14 
  20 
  Mil (+3) 
   
  
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  Ammunition 
   
  Binary Laser Cell 
  This power cell is designed for use with 
  the binary laser pistol. 
   
  Bio Slug 
  This small ceramic canister filled with 
  microbes is the ammunition for the bio-
  annihilator. Each canister shatters on 
  impact, spreading the flesh-eating 
  microbes within over a target. 
   
  Bolts 
  These bolts are designed for use with 
  the Bolt Caster. 
     Basic Bolt: This projectile ammo for 
  the bolt caster is a simple sharpened 
  metallic rod. 
     Grappling Bolt: The head of this bolt 
  contains a flask of powerful adhesive 
  which causes it to stick to whatever it 
  hits. The bolt shaft itself is hollow, and is 
  filled with a coil of microfilament cable 
  that is 200 feet long and can support 
  200 pounds. Once a grappling bolt has 
  been fired at a location, it grants any 
  character a +10 circumstance bonus to 
  any Climb checks to reach that location. 
     Explosive Bolt: The head of this bolt 
  contains a powerful explosive charge 
  that cause 2d8 points of concussive 
  damage to organic material while 
  causing 4d8 points of damage to objects. 
     Acid Bolt: The head of this bolt is a 
  flask containing acid. 
     Pulse Bolt: This bolt was developed 
  to fend off berserk robots, and delivers a 
  powerful electric shock to its target. 
   
  Darts 
  These 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 rounds 
  unless the target makes a Will save DC 
  14. 
     Poison Dart: In addition to its basic 
  damage, this poison-tipped dart deals 
  an additional 1d2 points of Con damage 
  unless the target makes a Fortitude 
  save DC 14. 
     Tracker Dart: This dart emits a radio 
  frequency that can be used by anyone 
  with a radio receiver to track the target's 
  movements. 
   
  DelRaines Caseless 
  These unique caseless ammunition 
  rounds are used in the delRaines pistol. 
  They are used for the weapon’s ranged 
  attack, and are not expended during a 
  melee attack with the stunner. 
   
  Dragoon Fuel Rod 
  This solid fuel rod functions as 
  ammunition for the dragoon mini-flamer. 
  If the rod itself takes 15 points of direct 
  fire damage it ignites and explodes, 
  dealing 2d8 fire damage to all within a 
  10-foot radius (Reflex save for half). 
   
  Microwave Cell 
  This power cell is designed for use in 
  the microwave cannon. 
   
  Nanovirus Starburst (NVSB) Shells 
  The Nanovirus Starburst (NVSB) shell is 
  fired mainly from the Wildfire Launcher.  
  Detonating above the target area, the 
  shell rains down a shower of nanites 
  programmed to damage either organic 
  or mechanical targets, as described 
  below.  Some of the worst hazards on a 
  battlefield come from NVSB weapons. 
     Hostile nanites usually deal damage 
  by disassembling a target at a molecular 
  level, and any damage done by a nanite 
  is categorized as nanoviral. 
     -STR: A target caught in the burst of 
  an NVSB-STR shell has its Strength 
  reduced by 1d6. 
     -CON: A target caught in the burst of 
  an NVSB-CON shell has its Constitution 
  reduced by 1d6.  This effect also 
  reduces the target’s hit points 
  accordingly. 
  
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     -SPD: A target caught in the burst of 
  an NVSB-SPD shell has its speed 
  reduced by 10 for 1d6 rounds. 
     -VEH: A target with any mechanical 
  systems (such as a suit of powered 
  armor, a cybernetic attachment, or a 
  vehicle) that is caught in the burst of an 
  NVSB-VEH shell is shut down for 1d4 
  rounds. 
   
  Plasma Thrower Fuel Canister 
  This canister contains liquid oxygen 
  under pressure, which the plasma 
  thrower super-heats and sprays out as a 
  jet of plasma gas. 
   
  Shard Shell 
  This modified shotgun shell contains tiny 
  crysanium shards, and is the 
  ammunition for the shard blaster. 
   
  Skyfire Shells 
  The Skyfire shell is fired from the 
  Wildfire Launcher.  The shell detonates 
  high above the target area, raining down 
  shards of crysanium and inflicting 2d6 
  piercing damage.  While the Skyfire’s 
  crysanium shards possess all the 
  piercing power of crysanium weapons, 
  the shell does not have the associated 
  high cost because the shards require 
  very little shaping. 
   
  Vector Fuel Rod 
  This rod of solid fuel propellant is used 
  in weapons with the Vector Weapon 
  gadget.
   
  
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  Table 5-2: Bolts, Darts, and Wildfire Shells 
  Ammo Type (Quantity) 
  Damage 
  Damage 
  Type 
  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 (Quantity) 
  Purchase DC 
  Restriction 
  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 
  - 
   
  
  Dark Horizons Universe Campaign Setting 
   
                        
   
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  Chapter 6: New Armor 
   
  In addition to the armor found in the d20 
  Modern Roleplaying Game and d20 
  Future, 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 a 
  light, flexible synthetic fabric that 
  provides a small equipment bonus to 
  defense when worn properly. When an 
  Enforcer wears this coat, he can give it 
  a slight magnetic charge of the same 
  polarity as that of his own body. This 
  causes the coat to be repelled by his 
  movement, in the same way two 
  magnets with the same polarity repel 
  each other. This repulsion, coupled with 
  subtle optical illusions created by the cut 
  of the coat, gives an Enforcer wearing 
  the coat nine-tenths concealment (40%) 
  for the purposes of avoiding attacks. 
  The coat can be worn over light or 
  medium armor. While its defense bonus 
  does not stack with that of the other 
  armor, the coat will retain a measure of 
  the concealment bonus even when worn 
  this way (one-half (20%) in conjunction 
  with light armor and one quarter (10%) 
  when worn in conjunction with medium 
  armor). An Enforcer who does not have 
  light armor proficiency gains 10% less 
  concealment while wearing the long 
  coat. 
   
  Acolyte Harness (PL 6) 
  The Acolyte Harness armor is 
  manufactured for initiate members of the 
  Valence Templar, and contains the 
  same Valent Strike weapon system as 
  the Sanctuary powered armor. Unlike 
  the Sanctuary powered armor, the 
  Acolyte Harness can only hold can hold 
  only up to Templar level x 10 shots of 
  Valent Strike. The inclusion of the 
  Valent Strike system makes the Acolyte 
  Harness heavier and more restrictive 
  than most medium-weight armors. 
   
  Micron Armor (PL 6) 
  Micro-composite armor material is a 
  microscopic composite of overlapping 
  titanium plates and high-durability 
  polymers. The structure of the micro-
  composite allows armor fabricated from 
  this material (micron armor) to be both 
  lightweight and flexible, while 
  maintaining defensive capabilities equal 
  to or better than those of most 20th 
  century body armors. The Federated 
  States first developed this body armor 
  technology, late in the 21st century, for 
  law enforcement, but it was expensive 
  to produce using the manufacturing 
  capabilities of the period. Before the 
  development of powered armor, micron 
  armor was used by Special Forces and 
  black ops agents because of its 
  lightweight design. After the 
  development of powered armor, micron 
  armor was almost entirely phased out of 
  military use (although many of the early 
  powered armor models did use micro-
  composite armor material in their 
  construction). Thanks to advancements 
  in manufacturing and nanotechnology, 
  however, micro-composite armor 
  material is now much cheaper to 
  produce, and sees widespread use in 
  armor for law enforcement and civilian 
  security, and even in aerospace vehicle 
  production.  
   
  Micron Vest (Light) 
  This light vest is in very common use, 
  but most people don't realize how 
  common because the vest is so easy to 
  conceal. It protects the upper torso and 
  can be worn under almost any clothing. 
  It has a concealed holster for a small 
  weapon located in the lower back, 
  granting a +2 equipment bonus to 
  Sleight of Hand checks to conceal a 
  weapon. 
  
  Dark Horizons Universe Campaign Setting 
   
                        
   
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  Micron Body Armor (Medium) 
  This medium armor consists of a 
  breastplate covering the torso and 
  shoulders, with skirt-plates protecting 
  the upper thighs. It also includes boots, 
  gloves, and a helmet (all armored). This 
  armor is often used by private security 
  forces, and is used much more 
  frequently on planets than in space. 
   
  Micron Combat Armor (Heavy)  
  This pressurized full-body armor was 
  the best armor available in its day, but 
  currently it sees more use as a 
  HAZMAT suit than as combat armor. Its 
  airtight design makes it ideal to refit for 
  use in various hostile environments and 
  it exists in several versions. The basic 
  version has a gas mask fitted to the 
  helmet, granting the wearer +2 to 
  Fortitude saves against air-borne 
  contaminants. Other versions include a 
  space suit variant, an aquatic variant, 
  and a planetary hazard variant, with 
  special treatments to the armor that 
  allow it to resist various alien climates.  
   
  Optional Micron Armor Modifications 
     Energy Resistance (Vest): A micron 
  vest with the energy resistance 
  modification gains damage reduction of 
  3/- against one of the following damage 
  types, chosen at purchase: fire, cold, 
  electrical, acid, or sonic. This mod 
  increases the purchase DC by 2. 
     Energy Resistance (Body Armor): 
  Micron body armor with the energy 
  resistance modification gains damage 
  reduction of 5/- against one of the 
  following damage types, chosen at 
  purchase: fire, cold, electrical, acid, or 
  sonic. This mod increases the purchase 
  DC by 3. 
     Riot Gear (Body Armor): This 
  modification lines the interior of the 
  micron body armor with impact-
  absorbing plates, granting the wearer 
  damage reduction of 3/- against 
  bludgeoning damage. This mod 
  increases the purchase DC by 2. 
     Adaptive Armor (Combat Armor): 
  This modification allows the micron 
  combat armor to alter its molecular 
  structure in response to a variety of 
  threats. When a character wearing 
  adaptive armor takes damage, nanites 
  embedded within the armor re-configure 
  its molecular structure to resist the type 
  of damage that was dealt. It takes the 
  armor 1d4 rounds to alter its structure, 
  at the end of which time it will gain 
  damage reduction of 5/- against the 
  specific damage type. The armor can 
  resist only one type of damage at a time 
  in this way. The wearer can “freeze” the 
  armor in a particular state as a free 
  action if he does not want the armor to 
  keep adapting itself in response to 
  attacks resulting in multiple damage 
  types. The damage reduction effect 
  lasts one hour from the time of its 
  initiation; after that hour has elapsed it 
  loses the damage reduction effect and 
  cannot adapt again for the next hour. 
  Adaptive armor has an increased 
  purchase DC of 5. 
     Micron Space Armor (Combat 
  Armor): This suit of micron combat 
  armor has been refitted to serve as a 
  space suit. It has an improved 
  environmental seal to prevent 
  decompression, and has a 12-hour air 
  supply. Space armor has an increased 
  purchase DC of 1. 
     Micron Scuba Armor (Combat 
  Armor): This suit is similar to space 
  armor in that it has a 12-hour air supply. 
  It also has an aquatic ion-propulsion 
  system that grants the wearer a +4 to 
  Swim checks and a swim speed of 30 
  feet. Scuba armor has an increased 
  purchase DC of 3. 
     Planetary Hazard Armor (Combat 
  Armor): This suit was originally 
  developed to protect the explorers of 
  Mars from its harsh electrical storms, 
  freezing cold, and thin atmosphere. It 
  grants damage reduction of 5/- against 
  both electrical and cold damage, and 
  has a 6-hour air supply. This armor has 
  an increased purchase DC of +4. 
  
  Dark Horizons Universe Campaign Setting 
   
                        
   
  © 2005 Max Gaming Technologies, LLC 
  - 64 -
   
  New Powered Armor 
  Use of the following suits of powered 
  armor requires the Armor Proficiency 
  (powered) feat (see Chapter 1: 
  Characters in d20 Future for more 
  details 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 for 
  law enforcement who needed protection 
  superior to that provided by 
  conventional body armor. Characters 
  wearing Mongoose Powered Armor gain 
  a hardness of 3. The armor has an 
  urban camouflage paint job, giving it a 
  +4 to Hide checks in urban 
  environments.  It also has an integrated 
  grappling hook and retractable climbing 
  claws built into the gloves and boots, 
  granting the wearer a +10 bonus to 
  Climb checks. Most SWAT teams in the 
  Federated States use Mongoose armor, 
  and particularly wealthy communities 
  even equip their basic police forces with 
  it. 
   
  FPS-12A Argonaut Space-Assault 
  Powered Armor (PL 7) 
  Farnam Personal Security developed 
  the Argonaut Space-Assault Powered 
  Armor at the request of the Overlord 
  Mercenary Guild. As the conflicts of 
  Mankind spread outward from terrestrial 
  environments, the Guild commissioned 
  this armor to address the growing need 
  for space-worthy powered armor with 
  which to equip its mercenaries. 
  Argonaut powered armor grants the 
  wearer a hardness of 5, and is designed 
  specifically for use by starship boarding 
  parties. 
     The Argonaut integrates into its design 
  systems specific to space combat, 
  including a space environment seal and 
  an air supply, a graviton lens 
  maneuvering system, and a laser cutter. 
  The maneuvering system allows the 
  wearer to move at his full land speed in 
  a zero-g environment, and the laser 
  cutter enables the wearer to breach an 
  adjacent airlock as a full round action. In 
  order to bridge the gap between 
  starships engaged in combat, the 
  Argonaut has a single-use rocket 
  booster that gives it a fly speed of 250 
  feet (good) that lasts for 2 rounds when 
  activated. A replacement rocket booster 
  has a purchase DC of 12 and weighs 15 
  pounds. 
   
  CYM-03 Med-Suit (PL 7) 
  The Cybell Corporation developed the 
  Med-Suit powered armor for people 
  suffering from life-threatening illnesses; 
  essentially, it is a wearable life-support 
  system that allows a patient to remain 
  mobile. The Med-Suit can replace the 
  function of any major organ (e.g., lungs, 
  heart, kidney) as long as a patient wears 
  the armor. In addition, the suit’s medical 
  systems work pro-actively to keep the 
  wearer healthy, granting him a +2 to his 
  Constitution score and a +6 equipment 
  bonus to resistances to poison, disease, 
  hostile nanites, and nanocolonies. The 
  Med-Suit can also repair tissue damage, 
  allowing the wearer to regenerate 1 hit 
  point per round. The armor provided by 
  Med-Suit is designed to protect the 
  sensitive medical equipment inside; the 
  defense bonus it provides its wearer is 
  merely a side benefit. 
   
  MC-TS1 Sanctuary Powered Armor 
  (PL 7) 
  Sanctuary powered armor was 
  developed specifically for use by the 
  Valence Templar, the military/religious 
  order that fought for the Martian 
  Consortium during the war for Martian 
  Independence. The interior of Sanctuary 
  armor is lined with power collectors 
  designed to draw energy from its wearer. 
  When worn by a Valence character, the 
  suit draws on his latent bio-electrical 
  energy to power the suit’s basic 
  
  Dark Horizons Universe Campaign Setting 
   
                        
   
  © 2005 Max Gaming Technologies, LLC 
  - 65 -
  functions. This does not use up any of 
  the character’s daily Valent Surges. 
     A suit of Sanctuary armor equipped by 
  a non-Valence character has severe 
  drawbacks. The armor will draw 
  electrical power from the character’s 
  nervous system, causing him to take 
  one negative level after wearing the 
  armor for one minute. After taking the 
  first negative level, he will take another 
  negative level after each hour in the 
  armor. 
     A character wearing Sanctuary 
  powered armor gains a hardness of 10. 
  When a Valence character wears the 
  armor, he also gains +2 Strength and +2 
  Dexterity. A Valence Templar character 
  wearing Sanctuary armor has access to 
  all of the armor’s bonuses, and is able to 
  expend Valent Surge charges to power 
  the armor’s Valent Strike weapon 
  system. Details of the Valent Strike 
  attack can be found in the description of 
  the Templar advanced class in this 
  guide. 
   
   
  Table 6-1: Armor 
  Armor 
  Type 
  Equip. 
  Bonus 
  Nonprof. 
  Bonus 
  Max. Dex 
  Bonus 
  Armor 
  Pen. 
  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 Long 
  Coat 
  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) 
   
  
  Dark Horizons Universe Campaign Setting 
   
                        
   
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  - 66 -
  Chapter 7: Advanced Powered Armor 
   
  The use of advanced powered armor 
  requires not only the Armor Proficiency 
  (powered) feat, but also an External 
  Interface Core Technology (EICT) Core 
  upgrade. Because only humans can 
  have a Core Implant, only humans can 
  use advanced powered armor properly. 
     In 2160, the world was introduced to 
  the Mechanized Assault Vehicle (MAV), 
  a remotely-piloted bipedal robot 
  weapons platform: in essence, a walking 
  tank. The MAV ruled the battlefield until 
  the introduction of powered armor about 
  a decade later. Powered armor evolved 
  from body armor, which had been 
  around in various forms since the dawn 
  of war. The key to the development of 
  powered armor from body armor was 
  the development of EICT by the 
  cybergenetic super-giant Cyber-Tronix.  
  EICT allowed a person to interface with 
  an external device through a basic Core 
  Implant equipped with the appropriate 
  upgrade.  By 2600, soldiers wearing the 
  new advanced powered armor occupy 
  the front lines of every battle, in space 
  battles as well as planetside. Advanced 
  powered armor has become the most 
  versatile weapon of any military. 
     Advanced Powered Armor Access: 
  It takes a full round action to either enter 
  or exit powered armor. 
     Combat Statistics: Advanced 
  powered armor adds a +4 equipment 
  bonus to a character’s Strength score 
  unless otherwise noted. 
   
  Advanced Powered Armor Class 
  Advanced powered armor is divided into 
  five classes based of its use in combat. 
     Assault class: This titan of the 
  battlefield is designed to inspire fear in 
  the enemy. Heavier and typically much 
  slower than its counterparts, it can 
  deliver crushing blows to any opponent.  
     Combat class: Typically the 
  workhorse of any powered-armor unit, 
  Combat class packs the toughest punch 
  and can take the highest punishment. 
     Infantry class: Made up of the more 
  mobile Medium-size units, Infantry class 
  is designed more for hit-and-run than for 
  extended combat. 
     Tactical class: Made up of smaller, 
  lighter units able to move quickly and 
  silently, this class is designed to support 
  soldiers on the ground. 
   
  Advanced Powered Armor 
  Types 
   
  Vin-1A Apocalypse Advanced 
  Powered Armor (PL 7) 
  Lumbering across the battlefield like 
  something from the depths of hell, the 
  Apocalypse is an object of fear to its 
  enemies. This armor is designed to 
  wade into the fog of war and slug its 
  way through with the heaviest of 
  weapons. 
     The Apocalypse grants the wearer a 
  hardness of 20. The price of this armor’s 
  ability to brush off strong attacks is its 
  slow speed, lack of maneuverability, and 
  diminished ability to evade attacks. 
     Class: Assault. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  CTA-2pB Plainsman Advanced 
  Powered Armor (PL 7) 
  The Plainsman became the standard 
  FAF Army powered armor in 2166.  
  Core Technologies, a subdivision of 
  Cyber-Tronix, built the Plainsman with 
  the newly-available high-density 
  Megatanium armor material, which is 
  lightweight but extremely strong. The 
  Plainsman makes up for its lack of 
  speed and agility with its ability to 
  deliver more firepower than lighter 
  Federation Armor. 
     Plainsman powered armor is designed 
  to absorb damage instead of deflecting 
  it, granting the wearer a hardness of 15. 
  The trade-off is that its equipment 
  defense bonus is lower than the bonus 
  granted by most armors of a similar 
  weight. 
     The Plainsman also contains an 
  integrated field survival kit, containing 
  repair tools, a first aid kit, and a survival 
  kit that adds +4 to Survival checks to 
  survive in the wild. 
     Weapons favored by soldiers wearing 
  this armor include the Mayatsu CG40 
  sidearm, the Mayatsu 10mm Mini-Gun, 
  and the 20mm Lawgiver. 
     Class: Combat. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  CTA-2bX Battleaxe Advanced 
  Powered Armor (PL 7) 
  In the 27th century, just as in the 20th, 
  when a job must be done – no 
  matter how harsh the terrain and 
  how uneven the odds – the Marines 
  are the first on the ground. In 2308, 
  Core Technologies released 
  Battleaxe powered armor, and the 
  ‘Axe quickly became the armor of 
  choice (and a badge of pride) for the 
  Marines of the FAF. Quick despite 
  its size and weight and armored 
  heavily enough to rival the Army’s 
  Plainsman, the ‘Axe meets the 
  demands of the often fast-paced 
  battle faced by the FAF Marines. It 
  serves equally well for a wide a 
  range of tasks, including sabotage, 
  standard combat, and anti-tank 
  combat.   
     Like the Plainsman, the ‘Axe 
  favors damage absorption over 
  attack deflection. A character 
  wearing Battleaxe armor has a 
  hardness of 10.  It can also deliver 
  stunning firepower; weapons 
  intended for the Battleaxe include 
  Core Technologies’ Rapier-7 
  handheld auto cannon and the 
  Reliant anti-tank missile. 
     Finally, the ‘Axe is designed to 
  function effectively in extreme heat, 
  in extreme cold, and underwater. It 
  has damage reduction of 5/- against 
  fire damage and cold damage, as 
  well as a 12-hour air supply and a 
  waterproof environmental seal. 
     Class: Combat 
  
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  Cvr-4B Cavalier Advanced 
  Powered Armor (PL 7) 
  Coupling firepower with speed, 
  the Federated Weapons Group’s 
  Cavalier armor is used in combat 
  situations that call for versatility. 
  The Cavalier is a jack of all trades 
  but a master of none; it can 
  deliver a fierce attack, but lacks 
  the armor to hold its ground in an 
  extended battle. Cavaliers are 
  best used in groups of five; this 
  provides enough concentrated 
  firepower offset the armor’s 
  relative fragility. These small 
  squads are excellent for short 
  forays into enemy territory to 
  weaken defenses, destroy fixed 
  gun emplacements, and create 
  diversions. 
     Though not as tough as the 
  Combat class armors, the 
  Cavalier can hold its own for a 
  short time. A character wearing 
  this armor has a hardness of 8 
  and gains +2 to strength. 
     Class: Infantry 
   
   
  
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  AA-2A Archangel Advanced Powered 
  Armor (PL 7) 
  Dynamic Aerospace, a Federated 
  States-based research company, 
  unveiled its highly anticipated flight 
  specialty armor in 2201. 
  Archangel Flight Armor 
  was the most advanced 
  armor developed to that 
  point, and it gave the 
  Federated States 
  military the edge it 
  desired. Many other 
  states soon employed 
  Archangel-style flight 
  armor in their own 
  militaries. 
     On the ground, the 
  Archangel has normal 
  maneuverability, but in 
  the air its 12-foot wings 
  and propensity for 
  dropping Brimstone 
  grenades on soldiers 
  on the ground make it a 
  truly imposing presence. 
  While the Archangel is 
  not as fast as a fighter 
  jet, its small turbo-jet 
  grants the wearer a fly 
  speed of 150 feet 
  (perfect); at this speed 
  it can close in on a 
  target much faster than 
  any ground vehicle 
  could, giving it an 
  unprecedented 
  advantage over 
  ground-based assault 
  vehicles. The 
  Archangel is also 
  pressurized so that its 
  pilot can survive high-
  altitude flight, although its default 
  configuration is not capable of space 
  flight. A character wearing Archangel 
  powered armor has a hardness of 5 and 
  gains +2 to Strength and +4 to Dexterity 
  while in flight. 
     Class: Support. 
  
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  CTA-2yF Fox Advanced Powered 
  Armor (PL 7) 
  Core Technologies originally developed 
  Fox advanced powered armor for use by 
  FAF black ops agents, but the Fox sees 
  widespread use in the 27th century as 
  battlefield recon armor. Nearly every 
  modern platoon equipped by Plainsman 
  or Battleaxe armor is accompanied by a 
  scout in Fox armor who tracks the 
  movements of opposing forces and 
  relays enemy emplacement positions 
  back to the platoon. 
     The Fox’s premier feature is its stealth 
  system, including an active stealth 
  screen and a sonic dampener. The 
  active stealth screen is a layer of light-
  absorbing polymers that covers the Fox 
  armor from head to toe. This polymer 
  layer can “see” what is around the 
  wearer and change its color to better 
  blend in with its surroundings, granting 
  the wearer a +10 equipment bonus to 
  Hide checks. The sonic dampener 
  muffles all sounds made by the armor’s 
  wearer, giving him a +10 bonus to Move 
  Silently checks and damage reduction of 
  5/- against sonic damage as an added 
  benefit. A character wearing Fox 
  powered armor has a hardness of 5, a 
  +2 Strength bonus, and a +2 Dexterity 
  bonus. 
     Class: Tactical. 
     
   
   
   
   
  Table 7-1: Advanced Powered Armor
  Armor 
  Type 
  Equip. 
  Bonus 
  Nonprof. 
  Bonus 
  Max. Dex. 
  Bonus 
  Armor 
  Pen. 
  Speed (30 
  ft./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 Gadgets 
  For information about the gadget system, 
  see Chapter 3: Gear in d20 Future. 
   
  Powered Armor Weapons Gadgets 
  The following armor gadgets are 
  intended only for powered armor, and 
  any suit of powered armor can have 
  only one of these gadgets installed. 
   
  Grappling Arms (PL 7) 
  The grappling arms armor gadget is 
  intended for soldiers who plan to 
  engage in extremely close-quarters 
  combat. This gadget adds two powerful 
  robotic arms to the armor, each of which 
  houses a retractable crysanium blade. 
  These robotic arms add a +8 equipment 
  bonus to Grapple checks.  A character 
  who uses the grappling arms to pin a 
  target can, as a free action, make a 
  melee attack to attack the target with the 
  blades housed in the grappling arms. 
  On a successful hit, the blades deal 2d8 
  piercing damage and have the 
  hardness-penetrating qualities of 
  crysanium. 
     The wearer can also use the blades in 
  the grappling arms to make normal 
  melee attacks, dealing 2d8 piercing 
  damage, critical on 19-20x2. The 
  grappling arms have their own Strength 
  score, equal to 16 plus any Strength 
  bonus granted by the powered armor. 
  Having these arms does not give the 
  wearer extra attacks per round, and 
  grappling arms are considered a simple 
  weapon. 
     This upgrade can be installed only on 
  advanced powered armor, because 
  direct mental control of the grappling 
  arms by the character is dependant on 
  the EICT link between the armor and its 
  wearer. This gadget is favored by 
  wearers of Fox and Battleaxe armor, 
  who often prefer stealth to firepower. A 
  suit of powered armor with grappling 
  arms weighs 15 pounds more with the 
  gadget than without it. 
     Restrictions: Advanced powered 
  armor only. 
     Purchase DC Modifier: +5. 
   
  Powered Autoloader (PL 7) 
  The powered autoloader armor gadget 
  functions like the autoloader weapon 
  gadget (described in Chapter Three: 
  Gear in d20 Future). The powered 
  armor version is highly improved and 
  can reload 3 different weapons or ammo 
  types, specified when the gadget is 
  purchased. During the user’s turn he 
  can choose to reload a single weapon 
  as a free action, two weapons as a 
  move action, or three weapons as a full 
  round action. A powered autoloader can 
  reload weapons that are being held or 
  that are stowed on the user’s person, 
  and can reload only the weapons or 
  ammo types specified at purchase. A 
  Repair check DC 20 can refit the 
  powered autoloader to exchange one 
  weapon or ammo type for another. 
     Restrictions: Powered armor only. 
     Purchase DC Modifier: +6. 
   
  Powered Gun Turret (PL 7) 
  The powered gun turret armor gadget 
  mounts a single firearm, chosen during 
  purchase, on an automated turret that is 
  permanently attached to the recipient 
  powered armor. This mount is typically 
  located on one of the shoulders or 
  where a hip holster would be, and can 
  fire at any location within the wearer’s 
  line of sight. To use this mounted 
  weapon, the wearer needs the proper 
  proficiency (usually Personal Firearms 
  Proficiency) and he can use any of his 
  firearms-related feats in conjunction with 
  the mounted weapon. 
     When installed on ordinary powered 
  armor, the turret must be activated as a 
  move action, slaving the turret to the 
  armor’s helmet and causing it to aim 
  where the user looks. The user can then 
  make an extra attack per turn with the 
  mounted weapon at half his base attack 
  bonus. 
  
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     When the powered gun turret is 
  attached to a suit of advanced powered 
  armor, the turret is controlled by the 
  user’s mind through the EICT link 
  between the advanced powered armor 
  and its wearer. The user can activate 
  the turret as a free action, and can make 
  an extra attack per round with it at his 
  full base attack bonus. At 10th level, a 
  Myrmidon’s Sentient co-pilot program 
  can control the weapon turret if the 
  Myrmidon is dazed, stunned, 
  unconscious, or dying, as long as the 
  Myrmidon is wearing his armor. 
     A suit of powered armor with this 
  gadget adds the weight of the weapon 
  attached to the weight of the armor. 
     Restrictions: Powered armor only. 
     Purchase DC Modifier: Half the 
  purchase DC of the firearm + 2 (this 
  purchase DC includes the mounting of 
  the weapon). 
   
  Powered Armor Mobility Gadgets 
  The following armor gadgets are 
  designed to improve the mobility of 
  powered armor, as the weight of most 
  powered armor impedes its wearer’s 
  movement. Only one of these systems 
  (with the exception of the Archangel 
  Space Upgrade gadget, an upgrade for 
  the Archangel flight pack) can be 
  installed on a suit of powered armor. If a 
  mobility system armor gadget is 
  installed on armor that already includes 
  a mobility system, the gadget can either 
  replace the old system or be installed in 
  addition to the old system with a +1 
  purchase DC modifier increase.  
   
  Archangel Flight Pack (PL 7) 
  The most important innovation in 
  powered armor after EICT was the 
  Archangel flight pack.  Militaries 
  discovered early that a mobile infantry is 
  a dangerous infantry, and a soldier who 
  can fly is the most dangerous of all. The 
  Archangel flight pack, based on the 
  flight system of Archangel powered 
  armor, was designed to allow other suits 
  of powered armor to ignite their own 
  thrusters and soar over the battlefield. 
     A suit of powered armor with the 
  Archangel flight pack gadget installed 
  has a fly speed of 75 feet (good). This 
  speed is not equal to that of the 
  Archangel armor itself, even though the 
  flight pack uses the same basic flight 
  system used by the armor; Archangel 
  armor is capable of greater speed and 
  maneuverability because the entire suit 
  is designed for optimal flight 
  performance. Neither the Archangel 
  flight pack nor the flight system of the 
  Archangel itself is space-capable, but 
  the Archangel Space Upgrade gadget 
  can make either spaceworthy. 
     A suit of powered armor with this 
  gadget weights 10 pounds more with the 
  gadget than without it. 
     Restrictions: Powered armor only. 
     Purchase DC Modifier: +4. 
   
  Archangel Space Upgrade (PL 7) 
  The Archangel space upgrade gadget 
  can be installed on either Archangel 
  advanced powered armor or on any 
  powered armor that has an Archangel 
  flight pack gadget installed. This gadget 
  replaces the Ram-Thrust jet propulsion 
  system in the Archangel Flight Pack with 
  a Blue Nova micro-fusion rocket thruster, 
  making it capable of moving at its full fly 
  speed in space. If powered armor with 
  this gadget does not already have a 
  space environmental seal, the gadget 
  can be purchased with a space 
  environment seal with an 8-hour air 
  supply. 
     Restrictions: Archangel advanced 
  powered armor or powered armor with 
  the Archangel Flight Pack gadget only. 
     Purchase DC Modifier: +1 (upgrade 
  alone); +3 (upgrade with space 
  environmental seal). 
   
  Amphibious Mobility System (PL 7) 
  The amphibious mobility system gadget 
  gives a suit of powered armor two 
  Sandshark Ion Water-Jets that unfold 
  from a backpack like wings, giving the 
  
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  wearer of the suit a swim speed of 50 
  feet and a +12 bonus to all Swim checks. 
  This gadget also gives the suit an 
  aquatic environmental seal that 
  functions to a depth of 1000 feet below 
  sea level and an 8-hour air supply. If the 
  amphibious mobile system is applied to 
  a suit of Battleaxe advanced powered 
  armor, which already has an air supply 
  and waterproofing, this gadget gives the 
  suit a total air supply of 20 hours and 
  allows the suit to function to a depth of 
  3000 feet below sea level. 
     A suit of powered armor with this 
  gadget weighs 5 pounds more with the 
  gadget than without it. 
     Restrictions: Powered armor only. 
     Purchase DC Modifier: +4. 
   
  Highway Mobility System (PL 7) 
  Because many battles take place in 
  cities or in the ruins of cities, a mobility 
  system that gives soldiers an edge in 
  urban environments is desirable. The 
  highway mobility system gadget allows 
  a suit of advanced powered armor to 
  hover several inches above the ground 
  and move at double its land speed over 
  smooth unbroken surfaces such as 
  paved roads and relatively even terrain. 
  A character in armor with this system 
  installed can move at his full land speed 
  over rough terrain. 
     The main drawback of this system is 
  that it is loud: it inflicts a –10 penalty on 
  all Move Silently checks when active. 
  When the system is deactivated, the 
  wearer moves at his normal penalized 
  speed. The system can be activated or 
  deactivated 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 Modifier: +5. 
   
  Powered Armor Environmental 
  Gadgets (PL 7) 
  The following powered armor gadgets 
  are designed for troops stationed in 
  specific environments. Any suit of 
  powered armor can have only one of 
  these gadgets installed. The benefits of 
  the following gadgets stack with those of 
  any other gadgets or with the equipment 
  bonuses already granted by the armor. 
   
  Arctic Upgrade  
  The arctic upgrade gadget gives the 
  wearer damage reduction 6/- against 
  cold, and gives the armor on which it is 
  installed an arctic camouflage coating 
  that grants the wearer a +6 bonus to 
  Hide checks in arctic environments. 
     Restrictions: Powered armor only. 
     Purchase DC Modifier: +3. 
   
  Mars Upgrade 
  The Mars upgrade gadget is designed to 
  compensate for both the deep Martian 
  cold and the harsh electrical storms that 
  often rage across the surface of Mars. It 
  grants the wearer damage reduction of 
  5/- against both cold and electrical 
  damage. 
     Restrictions: Powered armor only. 
     Purchase DC Modifier: +3. 
   
  Lunar Upgrade 
  The lunar upgrade includes a space 
  seal and an 8-hour air supply, but its 
  main feature is an artificial gravity 
  generator (AG2). The AG2 allows the 
  wearer to function in low gravity as if he 
  were in normal gravity, and in zero 
  gravity as if he were in low gravity 
  (allowing him to walk along the outside 
  of a starship hull without a tether). When 
  installed on conventional powered armor, 
  the AG2 can be activated or deactivated 
  as a move action.  When installed on 
  advanced powered armor, the AG2 can 
  be activated or deactivated as a free 
  action. 
     Restrictions: Powered armor only. 
     Purchase DC Modifier: +3. 
   
  Desert Upgrade 
  The desert upgrade gadget grants the 
  wearer damage reduction of 3/- against 
  fire, and gives the armor on which it is 
  
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  installed a desert camouflage coating 
  that grants a +6 bonus to Hide checks in 
  a desert environment. The desert 
  upgrade also includes an interior 
  hydration and nutrient feed that can 
  keep the wearer fed and hydrated for 
  one week. Refilling this feed has a 
  purchase DC of 5. 
     Restrictions: Powered armor only. 
     Purchase DC Modifier: +3. 
   
  Other Powered Armor Gadgets 
  These gadgets can be used to round out 
  the capabilities of a suit of powered 
  armor. They do not take up much space, 
  and a suit of powered armor can have 
  as many of these systems installed as 
  its wearer can afford. 
   
  Combat Comm Suite (PL 7) 
  The combat communication suite 
  gadget includes a long-range radio 
  transceiver, a secure laser transceiver, 
  and a transmission encryption module. 
     The radio can be used to 
  communicate with anyone with a similar 
  radio device within a 100-mile radius, 
  and messages sent using this radio can 
  be encrypted by the encryption module. 
  The user must designate an encryption 
  key, and a receiver (or interceptor) who 
  does not have that key must make a 
  Decipher Script check DC 25 to break 
  the code. 
     The laser transceiver can be used to 
  communicate with any other laser comm 
  system with no possibility of interception, 
  but can be used only with a 
  communication target within the 
  wearer’s line of sight. 
     Restrictions: Powered armor only. 
     Purchase DC Modifier: +2  . 
   
  Active Sensor Array (PL 7) 
  The active sensor array gadget 
  constantly scans an area for movement 
  and sound, and can track anomalies 
  and feed data to the wearer. When this 
  gadget is installed on conventional 
  powered armor, it includes a heads-up 
  display.  When this gadget is installed 
  on advanced powered armor, it feeds 
  data directly to the wearer’s optic nerve 
  as a virtual heads-up display. 
     When installed on conventional 
  powered armor, this gadget gives the 
  wearer low-light vision, a +2 bonus to 
  Spot, Listen, and Search checks, and a 
  +1 bonus to ranged attack rolls. When 
  installed on advanced powered armor, 
  this gadget grants the wearer darkvision 
  out to a range of 60 feet, a +4 bonus on 
  Spot, Listen, and Search checks, and a 
  +2 bonus to ranged attack rolls. 
     Both versions include a Geiger 
  counter, and can detect the location and 
  severity of a radiation source within 100 
  feet of the wearer. 
     Restrictions: Powered armor only. 
     Purchase DC Modifier: +4. 
   
  External EICT Output (PL 7) 
  This gadget allows a wearer of 
  advanced powered armor with an EICT 
  Core upgrade to interface directly with 
  computer systems, granting the wearer 
  a +6 bonus to Computer Use checks. 
  For safety reasons, the connection is 
  one-way; an external computer cannot 
  upload data into the powered armor’s 
  systems. There are two versions of this 
  gadget: a direct hardware connection 
  and a wireless transmitter. The 
  hardware version can connect only to 
  adjacent computer systems, while the 
  wireless version can interface with a 
  computer within 100 feet of the wearer, 
  as long as that computer accepts 
  wireless input. 
     Restrictions: Advanced powered 
  armor with EICT only. 
     Purchase DC Modifier: +1 (hardware 
  version), +2 (wireless version). 
   
  Medical Delivery System (PL 7) 
  The medical delivery system gadget is 
  used to administer medical injections to 
  soldiers in the field. The medical 
  delivery system has three separate 
  receptacles, each of which can hold a 
  single dose of any injection-based 
  pharmaceutical found in the d20 Modern 
  
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  Roleplaying Game or d20 Future. These 
  receptacles can also be loaded with 
  medicines fabricated by ENTs. The 
  wearer of the armor can inject himself 
  with the contents of any one receptacle 
  as a move action; the effect of the 
  injection depends on the medicine 
  injected. Reloading the medical delivery 
  system is a full round action. 
     This gadget comes loaded with three 
  doses of a combat drug called 
  “Stimpack-R1,” which increases the 
  recipient’s Strength by 4 while 
  penalizing his dexterity score by 4. This 
  drug takes effect during the recipient’s 
  next turn, and its effects last for ten 
  turns (one minute). A single dose of 
  Stimpack-R1 has a purchase DC of 8, 
  and the medicine has a military (+3) 
  restriction. 
     Restrictions: Powered armor only. 
     Purchase DC Modifier: +1. 
   
  Powered Armor Weapons 
  The following weapons were designed 
  specifically for use in conjunction with 
  powered armor. The weapon proficiency 
  required for each weapon is listed next 
  to its name in parentheses; characters 
  attempting to use these weapons while 
  not wearing powered armor take a –4 
  attack penalty because of the weapons’ 
  specialized design. A character who 
  wants to use these weapons without 
  wearing powered armor can take the 
  Alien Weapon Proficiency feat to negate 
  this penalty.   
   
  20mm Lawgiver (PL 7) 
  One of the largest projectile weapons 
  designed for powered armor, the 
  Lawgiver fires a 20mm armor-piercing 
  caseless shell. The earsplitting 
  explosion produced when the Lawgiver 
  is fired acts as a deterrent during riot-
  control operations. The Lawgiver does 
  4d8 points of ballistic damage with a 
  successful attack. 
   
   
  Brimstone Grenade (PL 7) 
  The grenade has been around since 
  Earth’s first World War, and in the 27th 
  century it has once again become 
  popular on the battlefield. Once thrown, 
  the Brimstone grenade will not detonate 
  unless it senses a metallic item large 
  enough to be powered armor or a 
  vehicle within its burst radius. The first 
  anti-armor grenade, the Brimstone deals 
  6d10 points of fire damage, and has a 
  burst radius of 20 feet and a Reflex save 
  DC 20 for half damage. The purchase 
  DC of these grenades includes 6 
  grenades in a bandoleer large enough 
  to wear on powered armor. 
   
  Magnic4G (PL 7) 
  Developed early in the Mars Revolution 
  as a way to attack highly armored 
  ground vehicles and powered armor, the 
  Magnic4G launches four 
  electromagnetic grenades that stick to 
  any object able to carry an electrical 
  current (which includes most vehicles 
  and powered armor).  When a grenade 
  explodes, it deals a massive amount of 
  damage. The attacker must make a 
  ranged attack against a target; if the 
  target is can normally make saves, he or 
  it must then make one Reflex save 
  against each of the four grenades to 
  avoid damage. The DC for this Reflex 
  save is equal to the attacker’s initial 
  ranged attack roll. Targets which do not 
  have a substantial metal content gain a 
  +10 bonus to this save. 
     For each save that the target fails, one 
  grenade attaches itself to the target and 
  detonates, dealing 3d8 electrical 
  damage. Each grenade that does not 
  detonate will fall to the ground in the 5 
  foot square occupied by the target (or, if 
  the target occupies more than one 
  square, the square nearest the attacker 
  of those occupied by the target). 
  Anything that moves through that 
  square or an adjacent square that can 
  normally make saves must make one 
  Reflex save (DC 10) for each grenade 
  that has fallen to the ground to avoid 
  
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  having that grenade attach to it and 
  detonate. The original target can leave 
  the square on his next turn without 
  having to make a save, but if he remains 
  in the square the grenades will attack 
  him again at the end of his turn. Note 
  that each “round” in the Magnic4G 
  magazine consists of 4 grenades. 
   
  Mayatsu 10mm Minigun (PL 7) 
  What the Mayatsu minigun lacks in 
  power it makes up for with an 
  abundance of projectiles.  The minigun 
  fires a hailstorm of caseless projectiles 
  toward its target, dealing 5d10 of 
  ballistic damage with a successful attack. 
   
  Terrashock Artillery (PL 7) 
  For centuries, the use of artillery has 
  changed the tides of battles. In modern 
  battles in which soldiers in powered 
  armor march against each other, artillery 
  has become a necessary tool even 
  against infantry, and artillery units have 
  become highly mobile as a result. The 
  Terrashock Artillery attaches to the back 
  of a suit of powered armor, with a long 
  barrel protruding over the shoulder. The 
  Terrashock fires a massive projectile 
  that deals 5d12 of ballistic and fire 
  damage. 
     Restrictions: Assault class armor 
  only. 
   
  Valence Spike (PL 7) 
  During the first years after the Valence 
  Templar were unleashed, the best 
  weaponry engineers on Mars worked to 
  create an appropriate weapon for their 
  new protectors. The result of their work 
  was the Valence Spike, a powered 
  lance that can be used extended as a 
  weapon with a 10 foot reach, or 
  retracted as a close-quarters weapon. It 
  can punch through the toughest armor, 
  dealing 2d10 piercing damage and 
  ignoring hardness and damage 
  reduction of up to 10. 
   
  Whisper-Mag Rifle (PL 7) 
  The Whisper-Mag rifle is at the top of its 
  class: it has been called the ultimate 
  stealth sniper rifle. It silently fires a laser 
  invisible to human eyes, making it 
  perfect for black ops missions. The 
  Whisper-Mag deals 4d8 points of fire 
  damage with a successful attack. 
   
  XJ4 Atom-edge Sword (PL 7) 
  As powered armor, Core Implants, and 
  cybernetic attachments made their way 
  onto the battlefield along with 
  combatants, killing an enemy fighter 
  became much harder.  Seeking any 
  edge, soldiers began to carry swords 
  that could bypass an enemy’s 
  technological sophistications with simple 
  brute force. As the popularity of swords 
  began to grow, new designs proliferated. 
  The XJ4 Atom-edge sword, infused with 
  nanites, is one of the most effective of 
  these designs. Even during heavy use, 
  the XJ4 retains an atomically sharp 
  edge that can part the hardest armor.  
  The XJ4 Atom-edge sword is a two-
  handed melee weapon that deals 3d10 
  points of slashing damage. 
   
   
  
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  Table 7-2: Powered Armor Weapons
  Weapon 
  Damage Critical Damage 
  Type 
  Range 
  Increment
  Rate 
  of Fire Magazine
  Size 
  Weight Purchase 
  DC 
  Restrictions
  These weapons require the Personal Firearms Proficiency feat 
  20mm 
  Lawgiver  
  4d8 
  x3 
  Ballistic 
  30 ft. 
  Single
  8 box 
  Medium
  8 lb. 
  25 
  Mil (+3) 
  Mayatsu 
  Minigun  
  5d10 
  x2 
  Ballistic 
  80 ft. 
  A 
  200 box 
  Large 
  30 lb. 
  30 
  Mil (+3) 
  Whisper-
  Mag Rifle  
  4d8 
  18-20x2 Fire 
  150 ft. 
  Single
  20 box 
  Medium
  10 lb. 
  30 
  Mil (+3) 
  These weapons require the Archaic Weapons Proficiency feat 
  Atom-edge 
  Sword  
  3d10 
  19-20x2 Slashing - 
  - 
  - 
  Large 
  12 lb. 
  25 
  Mil (+3) 
  Valence 
  Spike  
  2d10 
  18-20x2 Piercing 
  - 
  - 
  - 
  Medium
  8 lb. 
  23 
  Mil (+3) 
  These weapons each require a specific Exotic Firearms Proficiency feat 
  Magnic4G 
  (grenade 
  launcher) 
  3d8 per 
  grenade - 
  Electrical 50 ft. 
  Single
  20 box 
  Large 
  15 lb. 
  32 
  Mil (+3) 
  Terrashock 
  Artillery 
  (rocket 
  launcher) 
  5d12 
  x4 
  Ballistic/ 
  Fire 
  120 ft. 
  Single
  10 box 
  Large 
  40 lb. 
  30 
  Mil (+3) 
  Explosive Weapons (no Weapons Proficiency feat is required) 
  Brimstone 
  Grenade 
  6d10 
  - 
  Fire 
  20 ft. 
  - 
  - 
  Small 
  2 lb. 
  25 
  Mil (+3) 
   
  
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  Chapter 8: New Cybernetics 
   
  In addition to the cybernetic devices 
  described in d20 Future, the Dark 
  Horizons universe offers cybernetics 
  specific to this setting. 
   
  Detachable Cyber-Limbs (PL 7) 
  This modification can be applied to any 
  cybernetic limb replacement technology 
  (this includes prosthetic arms and legs, 
  upgraded prosthetics, and advanced 
  prosthetics; see Chapter 11: 
  Cybernetics in d20 Future for details). A 
  detachable cyber-limb can be removed 
  as a free action, and re-attached as a 
  move equivalent action. 
     Benefit: A detachable cyber-limb 
  confers several benefits. 
     First, a removed detachable cyber-
  limb does not count against a 
  character’s maximum number of 
  attachments.   
     Second, a removed limb is easier to 
  repair; Repair checks made to repair a 
  removed prosthetic limb (versus those 
  made to repair an attached prosthetic 
  limb) gain a +1 bonus. 
     Third, a character suffering from a 
  massive damage side effect in a 
  detachable cyber-limb can negate the 
  side effect by detaching the limb, if that 
  limb was his only attachment (see 
  Chapter 10: Cybernetics in d20 Future 
  for more details about the effects of 
  massive damage on cybernetic limbs). 
     Fourth, a character with a detachable 
  cyber-limb can carry additional 
  interchangeable cyber-limbs, allowing 
  him to replace damaged prosthetics on 
  the fly, and to swap out limbs with 
  different benefits. 
     On the drawback side, a character 
  who removes a detachable cyber-leg 
  has his speed reduced by 10. 
     Type: External. 
     Hardness/Hitpoints: A detachable 
  cyber-limb has the same hardness and 
  number of hit points as those of the 
  base attachment. 
     Base Purchase DC: The first 
  detachable cyber-limb acquired has a 
  purchase DC equal to the base 
  attachment’s cost +3 (this cost includes 
  the prosthetic limb). Any additional 
  detachable cyber-limbs that are 
  purchased specifically to be 
  interchangeable with the original limb 
  have purchase DC modifier of +1. 
     Restriction: None.  
   
  Shield Arm (PL 7) 
  This prosthetic arm replacement can 
  deploy a series of armored plates as a 
  free action, forming a shield for fast self-
  defense. 
     Benefit: When the shield plates are 
  retracted, this arm functions in the same 
  way as a normal arm. When the shield 
  plates are deployed, the character gains 
  a +2 equipment bonus to defense, but 
  the hand on the cyber-arm is inoperable 
  when 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 replacement 
  arm with integrated tools in place of a 
  hand. The integrated tools can include 
  any single kit that is required to use a 
  skill without penalty or that provides a 
  skill bonus, such as an electrical or 
  mechanical tool kit. Equipment that can 
  be used only once, such as a first aid kit, 
  cannot be integrated into a utility arm. 
     Benefit: Skill checks made with the 
  tools built into a utility arm are made 
  with a +2 equipment bonus, in addition 
  to any equipment bonus granted by the 
  integrated 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 cybernetic 
  arm replacement has a large and 
  powerful claw in place of a forearm and 
  hand. 
     Benefit: A character with the powered 
  claw arm attachment can make two 
  kinds of attacks with the arm: a slam 
  attack and a grapple attack. The slam 
  attack deals bludgeoning damage based 
  on the size of the attacking character: 
  1d4 for Small creatures, 1d6 for 
  Medium-size creatures, and 1d8 for 
  Large creatures. If a character attacking 
  with a powered claw can make multiple 
  attacks per round, he can make multiple 
  slam attacks per round. The powered 
  claw also adds a +4 bonus to all 
  Grapple checks. If a character with a 
  powered claw who is grappling or being 
  grappled makes a Grapple check, he 
  may deal 2d8 bludgeoning damage to a 
  single creature being grappled.  
     There are drawbacks to the powered 
  claw arm. First, a character with this 
  unwieldy attachment suffers a –1 
  penalty to his dexterity. Also, because it 
  lacks a normal hand, attempts to use a 
  weapon or tool with the powered claw 
  are 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 storage 
  implant has two hidden compartments 
  built into his body (usually somewhere 
  on the torso). Each compartment can 
  hold either a single Small item or one 
  pound of material. 
     Benefit: Sleight of Hand checks to 
  conceal a Small weapon in a concealed 
  storage implant compartment 
  automatically succeed. In addition, 
  these compartments are very hard to 
  distinguish from a character’s normal 
  body, and require a Spot check DC 35 
  in 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 by 
  Rising Suns scientists, the Core Implant 
  represented a leap forward in medical 
  cybernetic technology. This brain 
  implant could monitor all of its host’s 
  vital functions, giving doctors real-time 
  data on a subject’s health. The earliest 
  Core Implants could only be grafted to a 
  human through long and expensive 
  surgical procedures, causing the Rising 
  Suns government to limit Core Implant 
  technology to high-ranking government 
  and military personnel. At the same time, 
  however, research-oriented corporations 
  in the Federated States were vigorously 
  developing advanced nanotechnology 
  for both medical and military purposes. 
  When these corporations acquired Core 
  Implant technology from the Rising Suns 
  during an information exchange in 2108, 
  the modern Core Implant was born.  By 
  2160, nearly every human in the Dark 
  Horizons universe received a civilian 
  Core before reaching five years of age. 
     The basic Core Implant does not have 
  many benefits in and of itself, but it 
  enables a character to receive Core 
  upgrades.  Core upgrades can grant 
  various special abilities; some may even 
  be a necessary prerequisite for using 
  some equipment, such as advanced 
  powered armor. 
     Core Implant technology resembles 
  cybernetic technology in many ways, but 
  it also incorporates advances in both 
  biotechnology and nanotechnology. 
  Because of this, Core Implant 
  technology does not follow the rules for 
  cybernetic attachments found in d20 
  Future, although some available Core 
  upgrades are made to function in 
  conjunction with cybernetic attachments. 
  Note that Core Implants do not suffer 
  from the same drawbacks as cybernetic 
  attachments, such as electricity 
  vulnerability, negative levels, 
  susceptibility to attack, and massive 
  damage effects. 
     For a human character to gain the 
  benefits of Core Implant technology, he 
  must first acquire a basic Core Implant. 
  Once a character has a basic Core 
  Implant, he can have a maximum of four 
  upgrade implants at one time. 
     While Core implantation is less 
  invasive than cybernetic grafting, it still 
  takes time. A basic Core Implant 
  requires one week to assemble itself 
  once administered, and a character 
  cannot implant any Core upgrades until 
  his basic Core Implant has finished 
  assembling itself. Once the basic Core 
  Implant has been installed, Core 
  upgrades must be installed one at a 
  time. Each Core upgrade takes 1d4 
  days to install. 
     It is necessary for a character with 
  four Core upgrades implanted to remove 
  one of these in order to replace it with 
  another.  To do this, the character must 
  purchase a Core scrubber. The Core 
  scrubber is administered in the same 
  way as a Core Implant, but instead of 
  installing itself, the scrubber removes 
  one Core upgrade (chosen prior to 
  ingestion or injection). It takes 1d4 days 
  for the Core scrubber to remove the 
  chosen upgrade. A Core scrubber has a 
  purchase DC of 17.  
     Removing the basic Core Implant itself 
  requires invasive brain surgery, 
  requiring a Treat Injury check DC 35. If 
  this check fails by more than 10, then 
  the character undergoing the surgery 
  takes 1d4 permanent Intelligence 
  damage. If the check fails by more than 
  20, the character dies. If the operation 
  succeeds, the Core Implant is removed, 
  along with all of its upgrades. 
   
  Basic Core Implant (PL 7) 
  The basic Core Implant is a nanocolony 
  massing less than ten grams, which, 
  once administered, travels through its 
  host’s blood stream to the brain near the 
  first vertebra, where it assembles itself 
  
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  into the Core Implant structure.  The 
  implantation procedure is remarkably 
  non-invasive, often taking the form of a 
  pill or an injection. 
     Benefit: The main benefit of the basic 
  Core Implant is that it grants a human 
  character 4 slots into which Core 
  upgrades can be loaded. In addition, the 
  basic Core Implant includes a shepherd 
  chip (see Chapter 3: Gear in d20 
  Future). 
     Type: Internal. 
     Requirements:  Human. 
     Base Purchase DC: 15. 
     Restriction: None. 
    
  Core Upgrades 
   
  All of the Core upgrades described 
  below are Progress Level 7. 
   
  Fortification Core Upgrade 
  A soldier who needs additional hit points 
  can call upon the Fortification Core 
  upgrade produced by the Cybell 
  Corporation. 
     Benefit: When a character activates 
  the Fortification Core upgrade, Core-
  controlled nanites throughout the 
  character’s body react to give the 
  character a temporary 5 + Con modifier 
  boost in hit points for 1d6 rounds. This 
  ability can be used once per day. 
     Base Purchase DC: 17. 
     Restriction: None. 
    
  Agility Core Upgrade 
  The Agility Core upgrade increases a 
  character’s dexterity by bridging 
  synapses in his nervous system with 
  specially designed nanites. 
     Benefit: When a character activates 
  the Agility Core upgrade, the bridging 
  activity of the Core-controlled nanites 
  throughout the character’s nervous 
  system temporarily increases his 
  Dexterity score 50% for 2d rounds. This 
  ability can be used once per day. 
     Base Purchase DC: 20. 
     Restriction: None. 
   
  Cyber Maintenance Core Upgrade 
  This upgrade automatically repairs 
  damaged cybernetic attachments, 
  causing them to regenerate hit points 
  over time. 
     Benefit: When a character with this 
  upgrade sustains damage to one of his 
  cybernetic attachments, his attachment 
  will regain a number of hit points equal 
  to 1 + the character’s Con modifier after 
  8 hours of rest. Only one attachment 
  can be healed in this manner at a time 
  (the character can choose which 
  attachment to heal in this manner). In 
  addition, the character does not suffer 
  side effects related to cybernetic 
  attachments due to massive damage 
  during or after this healing. 
     Base Purchase DC: 20. 
     Restriction: License (+2). 
   
  Cyber Boost Core Upgrade 
  This Core upgrade negates the adverse 
  effects of having too many cybernetic 
  attachments. 
     Benefit:  A character with this 
  upgrade adds 2 to his maximum number 
  of cybernetic attachments. 
     Base Purchase DC:  25. 
     Restriction: Military (+3). 
   
  Cyber Emulation Core Upgrade 
  This upgrade imitates the effects of a 
  particular internal cybernetic 
  enhancement. 
     Benefit: A character who acquires the 
  Cyber Emulation Core upgrade chooses 
  one of the following cybernetic 
  enhancements at purchase: anti-shock 
  implant, skill implant, stabilizer, voice 
  stress analyzer, data archive, feat 
  implant, initiative implant, luminous skin, 
  microcomputer, mindscreen implant, 
  rage implant, targeting optics. The 
  character gains the benefit of that 
  cybernetic enhancement, but the 
  upgrade does not count against the 
  maximum number of cybernetic 
  attachments allowed to the character 
  and does not induce any cybernetic 
  
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  drawbacks normally related to the 
  cybernetic enhancement selected. Note 
  that if the Progress Level of the 
  emulated attachment is higher than the 
  character's Progress Level (see the 
  Introduction to d20 Future), the GM may 
  choose to restrict the availability of that 
  emulation upgrade. 
     Base Purchase DC: The purchase 
  DC equals the purchase DC of the 
  emulated cybernetic enhancement + 5. 
     Restriction: The restriction of the 
  upgrade is equal to the original 
  restriction of the emulated enhancement. 
   
  Wireless Transceiver Core Upgrade 
  This upgrade allows a character to send 
  and receive short-range radio 
  communication, and to interface 
  remotely with computer networks. 
     Benefit: A character with this upgrade 
  can communicate with any other 
  character within one mile who has a 
  similar radio/communication device 
  (such as this upgrade). A character with 
  both this upgrade and access to a 
  satellite communication network can 
  communicate with anyone else on that 
  network. Finally, a character with this 
  upgrade can interface with any wireless 
  computer network within 100 feet, 
  allowing him to make Computer Use 
  checks on those networks.  
     Base Purchase DC: 18. 
     Restriction: License (+1). 
   
  Translator Core Upgrade 
  This upgrade connects to the visual and 
  audio centers of the brain, and helps the 
  character to understand unfamiliar 
  languages. 
     Benefit: A character with this upgrade 
  gains a +2 bonus to Decipher Script 
  checks, and in addition understands 
  most common languages he hears or 
  reads (but is not, simply by virtue of the 
  upgrade, able to write or speak those 
  languages). The Translator Core 
  upgrade does not allow a character to 
  understand exotic languages (such as 
  unknown alien languages) he hears or 
  reads, but does still provide the 
  character with the Decipher Script 
  bonus when dealing with such 
  languages. 
     Base Purchase DC: 20. 
     Restriction: None. 
   
  Military Core Upgrade Mark I 
  This Core upgrade provides a suite of 
  benefits for soldiers. 
     Benefit: The two primary features of 
  this upgrade are External Interface Core 
  Technology (EICT) and the battlefield 
  survival matrix. The Military Core 
  Upgrade Mark 1’s EICT enables a 
  character with this upgrade to equip 
  advanced powered armor. The 
  battlefield survival matrix of the Military 
  Core Upgrade Mark 1 can be activated 
  once per day as a free action. When 
  activated, the matrix instantly heals 1d6 
  hit points. After this initial healing, the 
  character then regenerates one hit point 
  per round for the next 10 rounds (one 
  minute). If a character activates the 
  matrix before taking damage, he gains 
  1d6 temporary hit points for 10 minutes 
  instead of healing. 
     Base Purchase DC: 28. 
     Restriction: Military (+3).  
   
  
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  Chapter 10: Robotics 
   
  Tech Drones 
  The main addition to the field of robotics 
  in the Dark Horizons universe is the 
  Tech Drone, a semi-autonomous AI 
  program housed in a small flying robot 
  body. Tech Drones can be used only by 
  characters in the Encoder advanced 
  class. A Tech Drone is always at its 
  Encoder’s side, and is the means by 
  which an Encoder runs his Tech 
  Programs.  A Tech Program run using a 
  Tech Drone requires the same 
  expenditure of power, resources, and 
  ENC as a Tech Program run through a 
  fabricator (see Chapter 13: Fabricators 
  in this guide). 
     Every Tech Drone contains a Small 
  fabricator, and has all the features 
  described in Chapter 13: Fabricators. In 
  addition, every Tech Drone includes a 
  modular sensory system capable of 
  compiling detailed data under the 
  guidance of an appropriate Tech 
  Program. 
     A Tech Drone’s frame is essentially a 
  small fabricator attached to a robot brain 
  and a sensor system.  Frames differ in 
  the capabilities of their fabricators and 
  their sensor systems. 
     All modular sensor systems used in 
  Tech Drone frames can run the same 
  basic Tech Programs. However, sensor 
  systems vary widely in range. Sensor 
  systems used in Tech Drones are 
  extremely flexible, as each sensor in the 
  system can be re-configured by the 
  Tech Drone’s nanites to meet the needs 
  of specific Tech Programs. 
     While a Tech Drone’s hardware is 
  useful, its heart is software. A Tech 
  Drone’s AI is a learning program that 
  grows more aware as its Encoder 
  increases in levels in that class. An 
  Encoder always keeps a backup of its 
  Tech Drone’s AI program; if his Tech 
  Drone is destroyed, he can build it a 
  new robot body into which he can load 
  the backup. 
   
  Building Tech Drones 
  While an Encoder who can afford it or 
  who lacks the Craft (mechanical) skill to 
  build his own Tech Drone may purchase 
  one pre-built, it is much more common 
  for an Encoder to build his own.  A Tech 
  Drone is built in the same way in which 
  a non-heroic robot is built in d20 Future 
  (Chapter 10: Robotics), except that the 
  builder must use a Tech Drone frame 
  rather than one of the frames in that 
  chapter, and the drone must have a 
  flight movement system installed (along 
  with any other type or types of 
  movement system desired). Tech Drone 
  frames are available only in Small and 
  Tiny sizes.  Any of the locomotors, 
  manipulators, armor, sensors, skill 
  software, feat software, ability upgrades, 
  or accessories described in Chapter 10: 
  Robotics in d20 Future can be used 
  when building a Tech Drone. 
     The stats of a Tech Drone frame are 
  based on those of a robot frame of 
  similar size, with modifications specific 
  to each model. In particular, drones 
  have modified ability scores and 
  numbers of extra hit points. In addition, 
  the drone’s integrated fabricator and 
  sensor systems both have their own 
  stats, including ENC bonus, sensor 
  range, and applicator range. 
   
  Sample Tech Drones 
  For help reading these descriptions, see 
  Chapter 10: Robotics in d20 Future. 
   
  Pest 17G Tech Drone (PL 7) 
  The "Pest" 17G Tech Drone is preferred 
  by Encoders who value stealth over 
  brute force. While this describes most 
  Encoders, this particular model is rarely 
  seen in the field. Whether this is due to 
  short supply or to the qualities of the 
  drone itself is a subject of much debate. 
     Purchase DC: 29. 
     Restriction: Licensed (+1). 
  
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  Pest 17G Tech Drone: CR 1/4; Tiny 
  construct; HD 1/4d10+3; hp 4; Mas –; 
  Init +2; Spd 20 ft. fly; Defense 21 (+3 
  Dex, +2 size, +6 equipment), touch 15, 
  flat-footed 18; BAB +0; Grap -3; Atk +1 
  melee (1 nonlethal bludgeoning), or +4 
  ranged; 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 –, Int 
  10, Wis 10, Cha 5. 
     Skills: Computer Use +8, Hide +11, 
  Move Silently +11. 
     Feats: --. 
   
  The Pest 17G Tech Drone has the 
  following 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 (8 
  ranks), Move Silently skill progit (8 
  ranks), Language chip (Japanese). 
     Feat Software: --. 
     Ability Upgrade: Dexterity upgrade 
  (+2) 
     Accessory:  Vocalizer. 
     Equipment: --. 
     ENC Bonus: +10. 
     Expanded Memory Slots: 3. 
     Sensor Range: 40 feet. 
     Applicator Range: 15 feet. 
   
  Interceptor X1 Tech Drone (PL 7) 
  The Interceptor X1 Tech Drone, built on 
  a robot frame manufactured in the 
  Federated States, is one of the most 
  common mass-produced Tech Drones. 
  Several thousand Interceptors were 
  issued to Encoders employed by the 
  Federated States Military during and 
  after the Martian Revolution. These 
  tech-savvy soldiers served primarily as 
  communications officers, but probably 
  spent more time assisting ENTs with 
  powered armor maintenance than doing 
  anything else. 
     Purchase DC: 22. 
     Restriction: Licensed (+1). 
   
  Interceptor X1: CR 1/2; Small-size 
  construct; HD 1/2d10+4; hp 6; Mas --; 
  Init +2; Spd 40 ft. fly (clumsy); Defense 
  16 (+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, Tech 
  Drone traits; AL owner; SV Fort +0, Ref 
  +2, Will +0; AP +0; Rep +0; Str 10; Dex 
  14; Con --; Int 10; Wis 10; Cha 5. 
     Skills: Computer Use +4, Repair +4. 
     Feats: --. 
   
  The Interceptor X1 Tech Drone has the 
  following systems and accessories: 
     Frame: Federated States’ Interceptor 
  Tech 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: --. 
     Ability Upgrade: --. 
     Accessory:  AV transmitter. 
     Equipment: --. 
     ENC Bonus: +8. 
     Expanded Memory Slots: 5. 
     Sensor Range: 40 feet. 
     Applicator Range: 15 feet.
   
  
  Dark Horizons Universe Campaign Setting 
   
                        
   
  © 2005 Max Gaming Technologies, LLC 
  - 86 -
  Table 12-1: Tech Drone Frames 
  Model  
  Base 
  Purch. 
  DC 
  Base HD 
  Extra 
  hp 
  Str 
  Dex 
  Int 
  Wis 
  Cha 
  ENC 
  Bonus/ 
  Memory 
  Sensor 
  Range 
  App. Range 
  Inc. 
  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 Components 
  The components described below are 
  specific to the Dark Horizons universe 
  campaign setting. 
   
  Graviton Lens (PL 7) 
  This component allows a robot to fly 
  fairly well by projecting an energy field 
  around the robot that bends gravitons 
  (much as an optical lens bends light). 
  Because the power consumption of this 
  field 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 base 
  purchase DC of the robot’s frame. 
   
  Landing Arm (PL 7) 
  This manipulator was designed for a 
  Tiny or Small flying robot, to be used as 
  a hand during flight and as a landing 
  gear while at rest. When used as a 
  manipulator, the landing arm functions 
  like a claw. When a flying robot with a 
  landing arm is on the ground, it has a 
  ground speed of 10 feet. 
     Damage: Lethal slashing or non-lethal 
  bludgeoning of 1d2 for Tiny robots and 
  1d3 for Small robots. 
     Purchase DC: 12 + one quarter of the 
  base purchase DC of the robot's frame.
  
  Dark Horizons Universe Campaign Setting 
   
                        
   
  © 2005 Max Gaming Technologies, LLC 
  - 87 -
  Chapter 11: Vehicles 
   
  While some are no longer in common 
  usage, all of the vehicles found in the 
  d20 Modern Roleplaying Game and d20 
  Future can be used in this campaign 
  setting; in addition, the Dark Horizons 
  universe offers the vehicles described 
  below. 
   
  The Graviton Flux Engine (PL 7) 
  Like the internal combustion engine, the 
  Graviton Flux Engine (GFE) 
  revolutionized the world and forever 
  changed the way mankind moved and 
  worked.  The GFE generates a column 
  of disturbed gravitons beneath above 
  which a vehicle can glide at incredible 
  speeds, at distances from the ground 
  ranging from a few inches to well over a 
  mile.  Vehicles powered by the GFE, 
  deliver everything from cargo and 
  passengers to death and destruction 
  with unprecedented ease.  After fighting 
  it for centuries, mankind has finally 
  conquered gravity, courtesy of the GFE. 
   
  Aerodyne Vehicles and 
  Equipment 
   
  The Omnicar (PL 7) 
  As space travel became common, it was 
  inevitable that someone would develop 
  a personal vehicle capable of traveling 
  not only across a planet, but also 
  through its atmosphere and even above 
  it.  The release of the Omnicar by 
  Aerodyne Vehicles (one of the largest 
  manufacturers of the GFE) was one of 
  the most significant breakthroughs in 
  transportation since the conception of 
  the automobile.  Within five years of that 
  release, every major manufacturer had 
  its own version of the Omnicar. 
     The largest difference between the 
  Omnicar and other hovervehicles is the 
  Omnicar’s ability to leave a planet’s 
  atmosphere and enter orbit.  Like other 
  hovervehicles, the Omnicar is restricted 
  to an altitude of 5,000 feet or less while 
  traveling “on” a planet; however, with a 
  permit from the planet’s orbiting station 
  
  Dark Horizons Universe Campaign Setting 
   
                        
   
  © 2005 Max Gaming Technologies, LLC 
  - 88 -
  (which is generally quite expensive) an 
  Omnicar is allowed to leave the planet’s 
  atmosphere. Once in space, the 
  limitations of both the GFE and the 
  Omnicar’s onboard life support systems 
  make the Omnicar capable of only short 
  flights (roughly the distance from the 
  Earth to the Moon).  The Omnicar takes 
  up an area 2 squares wide and three 
  squares 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 extra 
  speed, a booster (purchase DC 22) is 
  readily available.  When activated, the 
  booster gives +60 to the Omnicar’s top 
  speed for 1 round.  A booster can be 
  used twice before it needs to be 
  refueled.  One fill-up of booster fuel has 
  a purchase DC of 17. 
   
  Vulcan (PL 7) 
  Though the Omnicar was never 
  intended to have firepower and 
  weapons are not sold with the car, some 
  more adventuresome drivers add their 
  own “offensive driving” capabilities, 
  courtesy of a thriving black market. The 
  Vulcan, a 5.56mm machinegun which 
  can be mounted behind the grill of the 
  Omnicar, is a popular choice for this 
  purpose. 
   
  Damage 
  Critical 
  Damage 
  Type 
  Range 
  Increment 
  2d8 
  20 
  Ballistic 
  70 ft. 
  Rate of 
  Fire 
  Magazine 
  Purchase 
  DC 
  Restrictions 
  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 for 
  gunship), based on the successful 
  design of the original. The Omnicar-G 
  trades passenger capacity and speed 
  for light armor and the addition of a gun 
  turret with a Rapier gun. The Omnicar-G 
  takes up the same amount of space as 
  the 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 
  Critical 
  Damage Type 
  Range 
  Rate of Fire/ Magazine Purch. DC (ammo) 
  2d10 
  20 
  Ballistic 
  80 ft. 
  A/60 box 
  22 
   
  
  Dark Horizons Universe Campaign Setting 
   
                        
   
  © 2005 Max Gaming Technologies, LLC 
  - 89 -
  New Land Vehicles 
   
  Abolisher II Main Battle Tank (PL 7) 
  Developed by Interstellar Arms (an 
  independent weapons manufacturer) the 
  Abolisher is named after a tank used by 
  the Federated States in its war with the 
  Confederation in 2160. The GFE-
  equipped Abolisher II is able to reach an 
  altitude of 100 feet and can cross any 
  terrain, including open water.  Its 
  primary weapon is the Abolisher Main 
  Cannon; it also possesses one open 
  weapon mount.  The Abolisher II 
  occupies an area 3 squares wide by 4 
  squares long, and provides 100% cover 
  to its occupants. 
   
  Ravage Fast Assault Vehicle (PL 7) 
  Designed to get a small force of infantry 
  in and out in a hurry, the Ravage is a 
  small, lightweight, all-terrain vehicle 
  capable of protecting its occupants as 
  well as delivering them quickly.  Its 
  maneuverability and speed make it the 
  perfect special ops strike vehicle.  The 
  Ravage has two open weapon mounts, 
  one centered in the back and one for the 
  front passenger.  The Ravage occupies 
  an area 2 squares wide by 3 squares 
  long, and provides 25% cover to its 
  occupants. 
   
  HK Striker (PL 7) 
  This hunter/killer-style ground vehicle is 
  designed to swiftly close in on a target 
  and attack with its single heavy particle 
  beam. It occupies an area 2 squares 
  wide by 3 squares long, and provides 
  50% cover to its occupants. 
   
  Osprey Hover-Bike (PL 7) 
  The Osprey hover-bike uses a single 
  gyroscopic wheel for ground travel, as 
  well as a compact version of the GFE 
  (similar to that found in the Omnicar) for 
  flight. Unlike the Omnicar, the Osprey is 
  incapable of traveling outside the 
  atmosphere. In addition, because of the 
  thinning atmosphere, it cannot be used 
  above an altitude of about 100 feet 
  unless its driver is wearing a 
  pressurized suit with an independent air 
  supply. It occupies an area 1 square 
  wide by 2 squares long, and provides 
  25% cover to its occupant. 
   
   
  
  Dark Horizons Universe Campaign Setting 
   
                        
   
  © 2005 Max Gaming Technologies, LLC 
  - 90 -
  Land Vehicle Accessories 
   
  Umbrella Defense System (PL 7) 
  When the age of smart weapons 
  reached its pinnacle, these weapons 
  could be directed with precision to any 
  given square foot of space anywhere on 
  Earth.  Eventually, though, the 
  development of smart weapons reached 
  a plateau, and weapons experts began 
  to design and deploy complex 
  computer-controlled defense systems 
  such as the Umbrella Defense System.  
  Mounted on the back of a trailer or 
  similar vehicle, the Umbrella is attached 
  to the end of a long mast that is raised 
  above the particular area in need of 
  protection.  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 reach 
  the ground.  Characters standing within 
  150 feet of the Umbrella defense system 
  are protected from all incoming non-
  energy projectile attacks, granting them 
  nine-tenths cover (for more detail on 
  cover, see Chapter 5: Combat of the 
  d20 Modern Roleplaying Game).  
   
  Hellfire Rockets (PL 7) 
  Hellfire rockets are launched from a 
  single-use launcher system that can be 
  mounted on any military land vehicle of 
  crew size 3 or greater. Located in the 
  head of the Hellfire rocket is a nanite 
  tracking system capable of locking onto 
  targets.  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 
  Size 
  Purch. 
  DC 
  Rest. 
  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 of 
  Fire 
  Mag. 
  Size 
  Weight 
  Purch. 
  DC 
  Rest. 
  Abolisher 
  Cannon 
  12d12 
  20 
  Ballistic 
  120 ft. 
  S 
  5 Int. 
  Huge 
  * 
  * 
  * 
  Hellfire 
  rockets (5) 
  5d10 
  20 
  Fire 
  100 ft. 
  S 
  * 
  Huge 
  150 
  22 
  Mil (+3)
   
  Table 10-4: Land Vehicle Ammunition 
  Ammunition Type (Quantity) 
  Purchase DC
  Abolisher Cannon Shell 
  20
   
  
  Dark Horizons Universe Campaign Setting 
   
                        
   
  © 2005 Max Gaming Technologies, LLC 
  - 91 -
  New Marine Vehicles 
   
  Lamprey (PL 7) 
  In 2190, after an extensive review of the 
  Eastern Confederation’s Dazhdbog 
  Project, the Institute of Military Research 
  released the Lamprey, a submersible 
  fighter capable of traveling at 180 mph 
  underwater.  The Confederation relies 
  heavily on the Lamprey to defend its 
  cities on the Confederation planet 
  Atlantis. 
     By using a technique called super-
  cavitation, the “subjet” vaporizes the 
  water at its nosecone, encasing the sub 
  in a bubble of air through which it then 
  “flies”.  Though not very maneuverable, 
  the Lamprey is unmatched in speed 
  while submerged, making it virtually 
  impossible to hit. 
     The Lamprey carries a forward-facing 
  launcher which fires super-cavitating 
  Swordfish rockets (purchase DC 20 for 
  a magazine).  It is impervious to attack 
  from any weapon or vehicle not 
  designed for submersible combat.  The 
  Lamprey occupies an area 4 squares 
  wide by 5 squares long, and provides 
  75% cover to all its occupants. 
   
   
  Table 10-5: Marine Vehicles 
  Vehicle 
  Crew 
  Pass. 
  Cargo 
  Init.
  Man. 
  Speed 
  Def. 
  Hard.
  hp 
  Size 
  Purch. 
  DC 
  Rest. 
  Lamprey 
  1 
  0 
  F 
  -4 
  -4 
  180 (18) 
  10 
  8 
  65 
  G 
  60 
  Mil 
  (+3) 
   
  Table 10-6: Marine Vehicle Weapons 
  Weapon 
  Damage 
  Critical 
  Dam. 
  Type 
  Range 
  Rate of 
  Fire 
  Mag. 
  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 of 
  safety and reliability.  Though one of the 
  few remaining aircraft still limited to 
  operating only in an atmosphere, it is 
  one of the top-selling civilian jets on the 
  market – a favorite of the wealthy of 
  both Earth and Mars.  The Condor takes 
  up an area 20 squares wide (including 
  wings; fuselage occupies 2 squares) by 
  26 squares long, and provides 75% 
  coverage for passengers and 50% 
  coverage for crew. 
  Raven Cargo Jet (PL 6) 
  When large cargo must be moved 
  across a planet, the massive wings and 
  six engines of the Raven cargo jet are 
  up to the challenge.  The Raven’s cargo 
  capacity is much higher than that of any 
  other jet available. The Raven takes up 
  an area 40 squares wide (including 
  wings; fuselage occupies 3 squares) by 
  50 squares long, and provides 50% 
  coverage for crew. 
   
  Table 10-7: Air Vehicles 
  Name 
  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) 
   
  
  Dark Horizons Universe Campaign Setting 
   
                        
   
  © 2005 Max Gaming Technologies, LLC 
  - 92 -
  Chapter 12: New Starships 
   
  The Federated States’ introduction in 
  2068 of the Mustang fighter changed the 
  scope of warfare. These new aerospace 
  fighters were capable of reaching 
  escape velocity and of atmospheric re-
  entry, and they arrived at their 
  destinations ready to fight. Though not 
  as effective as their modern-day 
  counterparts, these early starships 
  presented a new threat to targets on the 
  ground, in the air, and in space.  By  
  2300, the starship was no longer just for 
  fighting; in fact, it had become just as 
  much a part of everyday life as the 
  airplane was during the 21st century. 
     In addition to the starship subtypes 
  found in d20 Future, the new starships 
  described below are available for use in 
  the Dark Horizons universe.  For more 
  information on starship basics and on 
  reading these descriptions, see Chapter 
  7: Starships in d20 Future. 
   
  
  Dark Horizons Universe Campaign Setting 
   
                        
   
  © 2005 Max Gaming Technologies, LLC 
  - 93 -
   
  Interceptor-class fighter (PL 7) 
  Midpoint Aerospace Works’ basic fighter 
  was designed to be upgraded by the 
  buyer.  This Interceptor-class fighter is 
  fast and maneuverable in an 
  atmosphere, but really bares its fangs in 
  space. Two adrenaline drive thrusters 
  are slung under the fuselage, while 
  direct particle drives adorn each of the 
  wingtips. 
   
  Type: Ultralight 
  Size: Huge (-2 size) 
  Subtype: Fighter 
  Tactical Speed: 4,500 ft. (9 
  sq.) 
  Defense: 19 
  Length: 31 feet 
  Flat-footed Defense: 
  13 
  Weight: 32,000 lb. 
      Autopilot Defense: 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) 
   
  Attack: 
     2 fire-linked shriek cannons (12d12) 
  and 
     1 neutron gun (6d8) 
  Attack of Opportunity:  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 shriek 
  cannons (range incr. 6,000 ft.), 1 
  neutron gun (range incr. 5,000 ft.) 
     Grappling Systems: None 
   
  Titan-class fighter (PL 7) 
  Midpoint Aerospace Works’ Titan-class 
  fighter is designed to deliver a crippling 
  blow to starships much larger than itself 
  – not by engaging in direct combat 
  (larger starships are virtually 
  invulnerable to fighters themselves), but 
  by delivering the new Titan anti-ship 
  bomb at close range.  While slower than 
  most present-day fighters, the Titan-
  class fighter is ideal for getting in close 
  to launch the Titan. 
   
  Type: Ultralight 
  Size: Gargantuan (-4 size) 
  Subtype: Fighter 
  Tactical Speed: 4,000 ft. (8 
  sq.) 
  Defense: 19 
  Length: 31 feet 
  Flat-footed Defense: 
  13 
  Weight: 32,000 lb. 
      Autopilot Defense: 6 
  Targeting 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) 
   
  Attack: 
     2 fire-linked plasma cannons (21d8) 
  and 
     1 mass cannon (8d12) 
  Attack of Opportunity:  None 
   
  Design Specs: 
     Engines: Direct particle drive, 
  thrusters 
     Armor: Neutronite 
     Defense Systems: Improved damage 
  control (2d10), magnetic field 
     Sensors: Targeting system, class V 
  sensor array 
    Communications: Mass transceiver 
     Weapons: 2 fire-linked plasma 
  cannons (range incr. 3,000 ft.), 1 mass 
  cannon (range incr. 5,000 ft.) 
     Grappling Systems: None 
  
  Dark Horizons Universe Campaign Setting 
   
                        
   
  © 2005 Max Gaming Technologies, LLC 
  - 94 -
   
  Nebula-class fighter (PL 7) 
  27th-century space combat relies heavily 
  on sensors and computer systems.  The 
  Nebula-class fighter, heavily loaded with 
  jamming devices and electronic counter-
  measures, was designed to fight as part 
  of a wing; its role is to disrupt modern 
  combat for its opponents.  Any friendly 
  ship within a 3,000-foot radius of the 
  Nebula-class fighter receives +2 to its 
  defense (the Nebula does not receive 
  this bonus). 
   
  Type: Ultralight 
  Size: Gargantuan (-4 size) 
  Subtype: Fighter 
  Tactical Speed: 3,500 ft. (9 
  sq.) 
  Defense: 20 
  Length: 40 feet 
  Flat-footed Defense: 
  15 
  Weight: 40,000 lbs. 
  Autopilot Defense: 10 Targeting 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) 
   
  Attack: 
     1 shriek cannon (8d10) 
  Attack of Opportunity:  None 
   
  Design Specs 
     Engines: Direct particle drive, 
  thrusters 
     Armor: Polymeric 
     Defense Systems: Improved damage 
  control (2d10) 
     Sensors: Class VII sensor array 
     Communications: Mass transceiver 
     Weapons: 1 shriek cannon (range 
  incr. 6,000 ft.) 
     Grappling Systems: None 
   
   
   
   
   
   
   
  Hammerhead–class cruiser (PL 8) 
  This cruiser is the most commonly-seen 
  starship in the galaxy. About 850 feet 
  long, relatively inexpensive, and faster 
  than most other starships, the 
  Hammerhead-class cruiser is often 
  perfect for independent parties just 
  entering space. 
   
  Type: Mediumweight 
  Size: Colossal (-8 size) 
  Subtype: cruiser 
  Tactical Speed: 4,500 ft. 
  (9 sq.) 
  Defense: 7 
  Length: 850 feet 
     Flat-footed Defense: 5 Weight: 40,000 tons 
     Autopilot Defense: 7 
  Targeting System Bonus: 
  +5 
  Hardness: 20 
  Crew: 150 (expert +8) 
  Hit Dice: 250d20 (5,000 
  hp) 
  Passenger Capacity: 30 
  Initiative Modifier: +8 
  Cargo Capacity: 1,500 
  tons 
  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) 
   
  Attack: 
     Battery of 3 heavy maser cannons 
  (16d8) and 
     battery of 2 flak driver guns (8d10) 
  Attack of Opportunity: 
     Point-defense system (3d12x10) 
   
  Design Specs: 
     Engines: Mass driver engine, helium-
  3 plasma drive 
     Armor: Polymeric 
     Defense Systems: 1 chaff launcher 
  (8 chaff bundles), 1 decoy drone 
  launcher (8 drones), improved autopilot 
  system, improved damage control 
  (4d10), point-defense system 
     Sensors: Class III sensor array, 
  improved targeting system 
     Communications: Mass transceiver 
     Weapons: Battery of 3 heavy maser 
  cannons (range incr. 8,000 ft.), battery 
  of 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, the 
  Leviathan-class battleship does justice 
  to its name.  This starship is the 
  backbone of most military fleets in the 
  Dark Horizons universe. 
   
  Type: Heavy 
  Size: Colossal (-8 size) 
  Subtype: Leviathan 
  Tactical Speed: 3,500 ft. (7 
  sq.) 
  Defense: 7 
  Length: 1,500 feet 
  Flat-footed Defense: 5 Weight: 190,000 tons 
  Autopilot Defense: 7 
  Targeting System Bonus: 
  +3 
  Hardness: 30 
  Crew: 450 (expert +8) 
  Hit Dice: 550d20 (11,000 
  hp) 
  Passenger Capacity: 120 
  Initiative Modifier: +4 
  Cargo Capacity: 65,000 
  tons 
  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) 
   
  Attack: 
     Battery of 5 mass cannons (8d12) and 
     battery of 5 maser cannons (12d8) 
  and 
     flak driver gun (8d10) 
  Attack of Opportunity:  
     Point-defense system (4d12x10)  
   
  Design Specs: 
     Engines: Mass driver engine, 
  thrusters 
     Armor: Cerametal 
     Defense Systems: 1 chaff launcher 
  (8 chaff bundles), 1 decoy drone 
  launcher (8 drones), improved autopilot 
  system, improved damage control 
  (5d10), point-defense system, magnetic 
  field, sensor jammer 
     Sensors: Class VII sensor array, 
  improved targeting system 
     Communications: Mass transceiver, 
  drivesat comm array 
     Weapons: Battery of 5 mass cannons 
  (range incr. 5,000 ft.), battery of 5 maser 
  cannons (range incr. 6,000 ft.), 1 flak 
  driver gun (range incr. 3,000 ft.) 
     Grappling Systems: Grapplers 
  Capital-class star carrier (PL 8) 
  The Capital-class star carrier is the 
  largest ship every deployed in the Dark 
  Horizons universe.  Almost a quarter of 
  a mile long, a Capital-class star carrier 
  is an impenetrable fortress in space. 
  Even a Leviathan-class battleship would 
  run from this mighty ship. 
   
  Type: Superheavy 
  Size: Colossal (-8 size) 
  Subtype: Capital 
  Tactical Speed: 3,500 ft. 
  (7 sq.) 
  Defense: 11 
  Length: 2,500 feet 
  Flat-footed Defense: 7 Weight: 475,000 tons 
  Autopilot Defense: 7 
  Targeting System Bonus: 
  +5 
  Hardness: 40 
  Crew: 1,800 (expert +8) 
  Hit Dice: 1,300d20 
  (26,000 hp) 
  Passenger Capacity: 500 
  Initiative Modifier: +6 
  Cargo Capacity: 175,000 
  tons 
  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) 
   
  Attack: 
     2 fire-linked flak driver guns (12d10) 
  and 
     Battery of 4 heavy mass cannons 
  (10d12) and 
     Battery of 4 heavy maser cannons 
  (16d8) and 
     Battery of 2 starload missile launchers 
  (20d8) and 
     4 fire-linked quantum cannons (28d8) 
  Attack of Opportunity: 
     Point-defense system (5d12x10) 
   
  Design Specs: 
     Engines: Mass driver engine, 
  thrusters 
     Armor: Neutronite 
     Defense Systems: 1 chaff launcher 
  (8 chaff bundles), 1 decoy drone 
  launcher (8 drones), improved autopilot 
  system, improved damage control 
  (6d10), point-defense system, magnetic 
  field, 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 driver 
  guns, 1 battery of 4 heavy mass 
  cannons (range incr. 6,000 ft.), 1 battery 
  of 4 heavy maser cannons (range incr. 
  8,000 ft.), 1 battery of 2 starload missile 
  launchers (16 missiles), 4 fire-linked 
  quantum cannons (range incr. 6,000 ft.) 
     Grappling Systems: Grapplers 
   
  
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  New Starship Engines 
  In addition to the starship engines found 
  in d20 Future, you can play with six 
  types of starship engine specific to the 
  Dark Horizons universe.  For more 
  information on basic starship propulsion, 
  see Chapter 7: Starships in d20 Future. 
   
  Helium-3 Plasma Drive (PL 6) 
  The helium-3 plasma drive is an 
  upgraded version of the fusion torch 
  engine (see Chapter 7: Starships in d20 
  Future).  Helium-3, though harder to 
  acquire than hydrogen, has a much 
  higher rate of fusion, giving a starship 
  using this fuel a higher mass-thrust ratio.  
  Because of the enormous amount of 
  radiation expelled from the engine of a 
  starship using this fuel, this drive can 
  never be used in an atmosphere.  A ship 
  that uses the helium-3 plasma drive as 
  its primary source of propulsion must 
  refuel after either four battles or one 
  interplanetary trip.  Fuel for the helium-3 
  plasma 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, the 
  mass driver engine uses an 
  electromagnetic accelerator known as a 
  mass driver to propel reaction mass to 
  high velocities and expel it for thrust.  
  The mass driver engine uses cosmic 
  matter collected from space for its fuel.  
  This is one of the two most commonly-
  used starship engines in the Dark 
  Horizons 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 Particle Drive (PL 7) 
  The direct particle drive uses an 
  electromagnetic accelerator much like 
  that used in the mass driver engine, only 
  much smaller.  The engine turns stored 
  reaction mass into thrust by accelerating 
  its particles and expelling them through 
  vectored nozzles.  Because the direct 
  particle drive uses stored “fuel” for 
  reaction mass and requires no oxygen, 
  it is effective for either atmospheric or 
  space flights.  However, when a starship 
  uses this drive within an atmosphere, it 
  loses the tactical speed bonus granted 
  by the drive. A ship that uses the direct 
  particle drive as its primary source of 
  propulsion must refuel after either five 
  battles or one interplanetary trip.  Fuel 
  for the direct particle drive has a 
  purchase 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 are 
  intended only for short trips, the graviton 
  flux engine gets its name from the 
  fluctuations it creates in a gravitational 
  field. The graviton flux engine cannot 
  operate in the absence of a relatively 
  strong gravitational field (such as that 
  near a star or planet), but its technology 
  works very well for shuttles and 
  launches. 
     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, is 
  one of the most commonly-used 
  starship engines in the Dark Horizons 
  universe. The QED uses super-cooled 
  hydrogen to begin a complex process 
  that moves a starship instantly from one 
  point in space to another. (More 
  information about this process can be 
  found at the end of this section.) 
     In order for a starship to achieve a 
  successful jump using the QED, the 
  ship’s destination must be mapped prior 
  to the jump. Using the QED near a 
  significant mass (such as within a solar 
  system) introduces uncertainty into the 
  complex calculations that are needed to 
  plan a jump, and the result of a risky 
  QED jump is randomly determined by 
  the GM.  
     The QED can be activated as a full 
  round action by spending 4 action points. 
  After a jump, the ship cannot make 
  another jump for 5 hours as the QED 
  cools down. After 5 jumps, the QED 
  must be refueled (purchase DC 35). 
  Because the QED does not create any 
  thrust, a starship using this drive for 
  long-distance space travel must have 
  another 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. 
   
  Limited Void Drive (LVD) (PL 8) 
  While the QED requires a fusion 
  reaction too large for smaller starships 
  to generate, Gargantuan starships can 
  be outfitted with the limited Void drive 
  (LVD) for a similar effect.  In place of the 
  QED’s large proton-proton fusion 
  reactors, the LVD uses a specialized 
  energy storage system to create its 
  disruption field.  Each LVD is limited to 
  one jump through the Void before it 
  must be recharged.  Each recharge of 
  the LVD has a purchase DC of 15. 
     Minimum Ship Size: Gargantuan. 
     Tactical Speed Bonus: +0 feet. 
     Purchase DC: 10 + one-half the base 
  purchase DC of the starship. 
   
  The Science of the QED 
   
  The Kerwood Theory 
  Tara Kerwood, a well known 
  astrophysicist, published her 
  revolutionary theory in 2201.  In this 
  historic paper, she theorized that the 
  four dimensions of space and time – the 
  framework upon which our perception of 
  reality is constructed – are held together 
  only by a very delicate balance between 
  mass and energy, and that if that 
  balance were to be disrupted, the 
  relationships among those dimensions 
  would be altered.  In the presence of 
  enough raw energy, she explained, that 
  balance would be at least locally and 
  temporarily upset, causing the 
  relationships among the four dimensions 
  (and with them “reality” as we know it) to 
  destabilize.  This destabilization in the 
  presence of high energy levels is now 
  known as the Kerwood Reaction. 
     She postulated further that the 
  “location” of an object in three-
  dimensional space was merely a 
  function of the relationship between the 
  object’s mass signature field and the 
  resting, or balanced, state of the four 
  dimensions against which we 
  understand the concept of location, and 
  that an object’s mass signature field is 
  fluid in the case that the four dimensions 
  of space and time are not in that resting 
  state. 
     Kerwood described an object with a 
  fluid mass signature as “in the Void” – 
  that is, experiencing a state of 
  disconnect from reality as we know it. 
   
  Project Stribog 
  In 2247, scientists on the Eastern 
  Confederation’s Gaspra Outpost put 
  Kerwood’s ideas into practice. The end 
  result of Project Stribog, as they called it, 
  was the quantum electrino drive, a 
  device that uses proton-proton fusion to 
  produce a massive field of energy 
  
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  surrounding a starship.  At the same 
  time that this fusion triggers the 
  Kerwood Reaction, a computer within 
  the drive activates a transponder which 
  alters the ship’s mass signature field. 
  When the dimensions of space and time 
  relax to their resting state, the starship 
  re-emerges from the Void at a new 
  location in three-dimensional space.  
  The ship’s new location is a function of 
  the specific manner in which the ship’s 
  mass signature field was altered.
   
   
   
   
   
  The Void 
  While the QED has revolutionized space 
  travel, little is known about what actually 
  transpires when a starship enters and 
  exits the Void.  Because nothing exists 
  in the Void, there is no concrete sensor 
  data describing what happens.  Once 
  the balance between mass and energy 
  has been disrupted, an object can enter 
  into a realm that is not governed by the 
  rules of reality (for this reason, the Void 
  is better described as a “lack of reality” 
  than as an actual location).  The most 
  common hypothesis is that the Void is a 
  chaotic realm where the rules of physics 
  do not apply. 
     A more radical idea, held by members 
  of some fanatical groups, is that the 
  Void contains entities that do not fit into 
  our perception of reality.  These groups 
  believe that traveling through the Void is 
  at best dangerous and at worst evil 
  because those things could manifest in 
  our reality as a result of the disturbance 
  that allows an object to enter the Void. 
   
  
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  New Starship Weapons 
  In addition to the starship weapons 
  found in d20 Future, starships in the 
  Dark Horizons universe can use the 
  weapons described in this section. For 
  more information on basic starship 
  weapons and their use in starships, see 
  Chapter 7: Starships in d20 Future. 
   
  Cargo-Based Weapons Delivery 
  System (PL 7) 
  Aerospace fighters have proven 
  ineffective for inflicting serious damage 
  on large starships.  However, a fighter’s 
  small size and maneuverability make it 
  well suited to anti-starship roles not 
  involving direct combat.  A fighter can 
  be re-purposed for anti-starship use by 
  the installation of a cargo-based 
  weapons delivery system in its cargo 
  hold.  Once installed, the system can 
  accept a wide range of system-
  compatible weapons.  In order to re-
  purpose a fighter in this way, it must 
  possess enough free cargo space to 
  hold the 500-lb delivery system along 
  with the selected weapon (for example, 
  a fighter with a 1,500-lb cargo capacity 
  can carry both the delivery system and a 
  1,000 lb weapon). 
   
  Meteor Bombardment System (PL 7) 
  When massive combat operations 
  happen planet-side, the firepower of a 
  starship is often useless – or was, until 
  the development of the meteor 
  bombardment system (MBS). Once 
  deployed, the MBS can be activated by 
  personnel on the ground, meaning that 
  the starship can leave to do battle 
  elsewhere. 
     The deployment of the MBS is much 
  like that of mines in that it requires a 
  starship 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 by 
  the starship or by personnel on the 
  ground, is an attack action.  When 
  activated, the MBS releases a long 
  tungsten rod, or “arrow”, that is guided 
  towards the target by onboard targeting 
  software. This software gives the MBS a 
  +1 equipment bonus on attack rolls. On 
  a successful hit, the “arrow” deals 10d12 
  (65) points of ballistic damage to its 
  target. Each MBS contains 4 “arrows” 
  and has a Defense of 5, a hardness of 
  10, and 40 hit points. 
   
  Titan Missile (PL 7) 
  Titan Weapon Systems’ Titan missile 
  was the first anti-ship “bomb”, designed 
  to bring down large starships with only 
  one or two hits.  Once delivered to a 
  target starship, the Titan attaches itself 
  to the starship’s hull.  Then a field 
  generator within the missile creates a 
  magnetic field behind the missile’s 
  proton fusion warhead, at which point 
  the warhead is ignited.  If the field 
  generated by the missile is larger than 
  the hardness of the starship, the 
  missile’s entire damage is applied to the 
  target.  If the field is not larger than the 
  starship’s hardness, the damage to the 
  starship is reduced by half. 
     The Titan missile itself has no 
  propulsion system, which makes it 
  extremely inaccurate beyond 500 feet. 
   
  Shriek Cannon (PL 6) 
  This weapon is named for the shrieking 
  sound made by the passage of tungsten 
  stilettos through its barrel when it is fired.  
  While the projectiles do not possess 
  explosive warheads, their high density 
  and extreme velocity can rip holes 
  through the hulls of fighters. 
   
  Flak Driver Gun (PL 7) 
  The flak driver gun is an anti-fighter 
  weapon for large starships.  Using the 
  same technology as the rail gun (see 
  Chapter 3: Gear in d20 Future), it fires 
  small tungsten rods at an extremely high 
  rate.  From the perspective of a fighter 
  facing the flak driver gun, the barrage of 
  tungsten rods creates the illusion of a 
  wall of metal between fighter and gun.  
  
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  The flak driver gun did not see 
  widespread use by large starships until 
  the advent of weapons such as the Titan 
  missile made fighters a real threat to 
  those ships.
   
  Table 11-1: Titan Missile 
  Field 
  Generator 
  Damage 
  Crit. 
  Damage 
  Type 
  Range 
  Incr. 
  Weight 
  Rate of 
  Fire 
  Maximum Ship 
  Size 
  Purch. 
  DC 
  Rest. 
  20 
  12d100 
  20 
  Energy 
  500 ft 
  1,000 lb 
  Single 
  Gargantuan 
  38 
  Mil (+3) 
  30 
  12d100 
  20 
  Energy 
  500 ft 
  1,000 lb 
  Single 
  Gargantuan 
  42 
  Mil (+3) 
   
  Table 11-2: Starship Weapons 
  Weapon 
  Damage 
  Critical 
  Damage 
  Type 
  Range 
  Increment 
  Rate of 
  Fire 
  Minimum 
  Ship Size 
  Purchase 
  DC 
  Restriction 
  Flak Driver 
  8d10 
  20 
  Ballistic 
  3,000 ft. 
  S, A 
  Colossal 
  28 
  Mil (+3) 
  MBS 
  10d12 
  20 
  Ballistic 
  - 
  S 
  Colossal 
  43 
  Mil (+3) 
  Shriek 
  Cannon 
  8d12 
  20 
  Ballistic 
  6,000 ft. 
  A 
  Gargantuan 
  36 
  Mil (+3) 
   
   
   
  
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  Other New Starship 
  Equipment 
   
  Mercury Satellite Grid (MSG) (PL 7) 
  The Mercury satellite grid (MSG) was 
  designed to give colonists on newly-
  settled planets a sense of their 
  surroundings. The MSG serves as both 
  a secure communication system (with a 
  maximum security level of +5) and a 
  surveillance tool. Over time the system 
  has come to be used not only as an 
  exploration tool but also as a military 
  tool. The MSG is deployed from a 
  starship in orbit as a move action. The 
  presence of the MSG on a planet allows 
  anyone on that planet with the Mercury 
  satellite link to gain a +2 to Navigate 
  checks and +2 to Survival checks. 
     Purchase DC: 38. 
   
  Mercury Satellite Link (PL 7) 
  The Mercury satellite link (MSL) is used 
  in conjunction with the Mercury satellite 
  grid. A character in possession of the 
  MSL on a planet with the MSG in orbit 
  gains +2 to Navigate checks and +2 to 
  Survival checks. The MSL can also act 
  as a GalPos Device (for more 
  information about the GPD, see Chapter 
  3: Gear in d20 Future). 
     Purchase DC: 14. 
   
  Planetary Customs Permit 
  The constant flow of people and cargo 
  between Earth and Mars prompted 
  Midpoint Station officials to claim control 
  of customs for both planets.  In order for 
  any ship to leave the atmosphere of 
  either planet, it must have a Planetary 
  Customs Permit.  Anyone attempting to 
  leave a planet without the appropriate 
  permit is quickly picked up by Planetary 
  Customs. 
     Purchase DC: 28. 
   
  
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  Chapter 13: Fabricators 
   
  In the Dark Horizons universe, 
  fabricators are the tool of choice for 
  technology-oriented classes (the ENT, 
  the Free Trader, and the Encoder, 
  whose fabricator is integrated into his 
  Tech Drone). Using a fabricator, a 
  member of one of these classes can 
  create useful items and effects. 
  Fabricators use advanced 
  nanotechnology, and are considered PL 
  7. 
   
  Fabricator Types 
  A personal fabricator is Small in size 
  and usually carried like a side-arm. In 
  fact, this tool often resembles a pistol or 
  a bulky gauntlet. Early personal 
  fabricators had a layout similar to that of 
  a field medic’s kit, but current models 
  are more practical in design.  Members 
  of the Tech classes usually carry 
  personal fabricators. 
     A “backpack” fabricator is Medium-
  size or Large in size, and is worn 
  strapped to a character’s back. Although 
  much heavier (and therefore less 
  convenient) than personal fabricators, 
  “backpack” fabricators also have more 
  expanded memory slots and larger 
  resource receptacles, and are capable 
  of manufacturing larger items. The 
  applicator of a “backpack” fabricator is 
  often mounted at the end of an 
  extension of some sort, so that a 
  character can use the fabricator without 
  removing it. 
     Medium-size or Large fabricators that 
  are fixed in place called fabricator 
  appliances, while a mobile fabricator is 
  one that has been built onto a vehicle. 
  The size of a mobile fabricator is one 
  size category smaller than that of the 
  vehicle onto which it is mounted. 
     Any fabricator between Large and 
  Colossal in size that is fixed in place is 
  referred to as a fabrication facility. 
  Fabrication yards are Colossal 
  structures used to build huge machines, 
  and often serve as shipyards, either in 
  planetside seaports or in orbit, for 
  building spacecraft. 
   
  Fabricator Features 
  All fabricators share several features: 
  power bays, resource bays, deployment 
  bays, applicators (described in the next 
  section), interfaces, memory (described 
  in a later section) and integrated 
  nanocomputers. 
     A fabricator’s power bay accepts a 
  power source (such as a fuel cell), and 
  its resource bay accepts any material 
  resources required by a Tech Program. 
  (If a program requires rare or unusual 
  resources, these resources are listed in 
  the program’s description). 
     The deployment bay of a fabricator is 
  where the “magic” happens. The 
  deployment bay makes up about one 
  third of a fabricator’s size, and its inner 
  chamber houses the nanites carry out a 
  Tech Program’s directions. The 
  deployment bay opens to give access to 
  a completed solid object, and feeds a 
  completed fluid into an applicator. 
     A fabricator is controlled via its 
  interface. Most portable fabricators have 
  a manual interface (in addition to the 
  manual triggers and locks for loading 
  resources, opening the deployment bay, 
  and firing the applicator nozzle). A 
  character with a wireless Core upgrade 
  can equip his fabricator with a wireless 
  interface. Both types of interface require 
  a screen unless the fabricator’s user has 
  a Core upgrade that can handle optical 
  input. Most modern fabricators use a 
  tactile-holographic screen, although 
  some larger fabricators still use a 
  physical touch-screen interface. 
     A fabricator’s integrated nano-
  computer is built right into its memory. 
   
  Applicators 
  When a Tech Program produces a 
  coating or some other fluid, that material 
  is applied with an applicator. All 
  fabricators have at least one applicator.  
  On a smaller fabricator, the applicator is 
  
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  often a prominent nozzle, while larger 
  fabricators can have applicators at the 
  ends of extendable robotic arms or 
  articulated 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, or 
  apply a liquid or gel to a surface in a 
  controlled manner, as directed by a 
  Tech Program. 
     A spray of fluid from an applicator is 
  cone-shaped; when a Tech Program 
  creates a spray of fluid, the program 
  description includes the size of the cone 
  (see Chapter 10: FX Abilities in the d20 
  Modern Roleplaying Game for more 
  detail about the area covered by an 
  effect). The range increment of a 
  fabricator’s applicator describes the 
  distance a bolt or shot of material travels 
  when fired from the fabricator’s 
  deployment bay. 
     The target of an injection from a 
  fabricator’s applicator must be within 
  touch range, and either willing or with 
  relatively exposed skin. A touch attack 
  to inject a hostile target who is 
  completely enclosed in a suit of heavy 
  or powered armor has a 90% chance of 
  failure.  
     When applying material to a surface, a 
  fabricator’s applicator actually extends 
  tendrils of linked nanomachines along 
  with a low power spray of the material to 
  be applied; the nanomachines guide the 
  material into place. The fineness of the 
  tendrils creates the illusion that material 
  is flowing into place on its own. 
   
  Fabricator Memory 
  A fabricator’s memory represents its 
  capacity to run Tech Programs, which 
  run the basic functions of a fabricator 
  and enable it to create a wide variety of 
  effects. Technically, fabricator memory 
  exists in both compressed and 
  expanded formats, but a fabricator’s 
  Memory stat expresses only how much 
  expanded memory it has, measured in 
  slots. (A fabricator can store an 
  unlimited number of Tech Programs in 
  its compressed memory, but only 
  programs loaded from compressed 
  memory into expanded memory can be 
  run, meaning that the more expanded 
  memory 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 load 
  the program into an empty memory slot; 
  deleting a loaded program from an 
  occupied expanded memory slot in 
  order to create space for a new program 
  is a free action. For a character with a 
  wireless transceiver Core upgrade and a 
  compatible wireless fabricator, 
  beginning to load a program is a free 
  action. However, beginning to load a 
  program into the expanded memory of a 
  fabricator with a manual interface is a 
  move equivalent action (so long as the 
  manual interface is within reach). 
     Once the process of loading a 
  program has begun, one round per level 
  of the specific Tech Program is required 
  to complete the loading process. The 
  character may take other actions once 
  the program has begun loading, 
  including running another Tech Program 
  on the same fabricator (so long as that 
  program is already loaded into 
  expanded memory). 
   
  Resource Expenditure 
  Three types of resources are expended 
  in the running of a Tech Program: power, 
  raw resources, and a character’s ENC. 
  Power and resources are limited only in 
  extreme circumstances, so a character’s 
  ENC is most often the limiting resource 
  (see next section). 
     Power is almost never scarce in a 
  setting at PL 5 or higher, and even when 
  it is, a fabricator can run for weeks on its 
  internal power supply. A character 
  without access to a power supply can 
  improvise by scavenging power from 
  other devices or by attempting to make 
  a chemical battery from scratch using 
  the Craft (chemical) skill (see Chapter 2: 
  Skills in the d20 Modern Roleplaying 
  
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  Game). To make a battery, a character 
  must craft both an acid and a base. A 
  battery made with mild acid will power a 
  fabricator for one week; a battery made 
  with potent acid will allow 1d4 weeks of 
  use; and a battery made with 
  concentrated acid will allow 2d4 weeks 
  of use. 
     Material resources are limited only for 
  a program which calls for a specific 
  resource (with associated Wealth check) 
  in its description. Otherwise, anything 
  that can be crammed into a fabricator’s 
  resource bay – from a pre-made 
  resource pack to a broken chair leg or a 
  fistful of rusty nails – can serve as raw 
  material for a Tech Program. Since 
  some Tech Programs create usable 
  objects with finite power supplies, users 
  often recycle fabricator-made objects 
  back into their fabricators after use. 
  Virtually the only situation in which a 
  character might run out of resources is 
  while floating in empty space, at which 
  point resources are the least of his 
  worries. 
   
  Effective Nanite Charge 
  Nanites (microscopic, self-reproducing, 
  energy-metabolizing machines) housed 
  inside a fabricator are directed by Tech 
  Programs to produce the fabricator’s 
  effects. Nanites build objects by re-
  combining their own atoms into any 
  structure is required by a Tech Program.  
     This atomic building produces no by-
  products or waste, and consumes very 
  little energy. However, many of the 
  nanites themselves are lost during the 
  fabrication process, and it takes time for 
  a fabricator’s nanite population to re-
  establish itself between Tech Programs. 
  A fabricator must be placed into sleep 
  mode for its nanite population to return 
  to its original level.  
     A character’s ability to run Tech 
  Programs is dependent on both the 
  character’s skill with a fabricator and the 
  fabricator’s capabilities. Each fabricator 
  contains a finite number of nanites to 
  create effects, but a skilled character 
  (one with high class and Intelligence 
  ENC bonuses) is better at conserving 
  these nanites. Conversely, a character 
  without a fabricator, or whose 
  fabricator’s equipment ENC bonus has 
  been reduced to 0, cannot run Tech 
  Programs regardless of his skill. 
     A character’s Effective Nanite Charge 
  (ENC) indicates how many programs he 
  can run before needing to replenish his 
  fabricator’s nanite reserves. This 
  number is determined by adding the 
  ENC bonuses of all his fabricators 
  (given in the description of each 
  fabricator) to his Intelligence ENC bonus 
  and his class ENC bonus. The amount 
  of a character’s ENC consumed by his 
  running a given Tech Program is 
  included in the program’s description. 
     A fabricator set to sleep mode 
  replenishes its entire equipment ENC 
  bonus in 8 hours, and takes one minute 
  to reactivate. If a fabricator in sleep 
  mode is reactivated before 8 hours have 
  passed, it will have regenerated a 
  percentage of its ENC equipment bonus 
  proportional to the percentage of the full 
  replenishment time it was asleep (25% 
  after 2 hours, 50% after 4 hours, 75% 
  after six hours). 
     A character regenerates his class and 
  intelligence ENC bonuses by resting for 
  8 hours. A character who gets a full 8 
  hours’ sleep and sets his fabricators to 
  sleep mode during that time will wake 
  with a full complement of ENC. 
   
  Multiple Fabricators 
  A Tech-class character can copy all of 
  the Tech Programs he owns to each of 
  his fabricators. In addition, the ENC 
  equipment bonus of each fabricator 
  owned by a character is added to his 
  class and Intelligence ENC bonuses to 
  determine the character’s total ENC 
  bonus, so a character can increase his 
  total ENC by acquiring more fabricators. 
     However, when running Tech 
  Programs, a character uses up his class 
  and Intelligence ENC bonuses first.  
  That means that if he spends ENC using 
  
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  one fabricator, he does not get bonuses 
  the next time he uses a fabricator 
   
  Sample Fabricators 
   
  Fabricator Statistics 
     Size: Fabricators range from Small to 
  Colossal in size, depending on the 
  fabricator’s function. 
     Expanded Memory Slots: A Tech 
  Program must be loaded into an 
  expanded memory slot to be run. 
     ENC Bonus: This is the amount of 
  ENC the fabricator adds to the total 
  ENC of the character using the 
  fabricator. Running Tech Programs 
  expends ENC. 
     Power Requirements: A fabricator 
  requires a power source to run Tech 
  Programs.  This power source can 
  range from a small fuel cell to a 
  connection to a power grid or generator.  
     Applicator Range: A fabricator’s 
  applicator has a range increment, which 
  governs the distance a bolt of fabricated 
  substance (including grenades, rockets, 
  or any projectile requiring a launcher) 
  can be fired from a fabricator. A cone of 
  material sprayed from the fabricator’s 
  applicator cannot travel further than the 
  distance indicated by one of the 
  applicator’s range increments, even if 
  the range of the Tech Program 
  controlling the fabricator is greater than 
  this distance. 
     Purchase DC: The cost of a specific 
  fabricator. 
   
  F-P1 FS Standard Issue Pistol-
  Fabricator 
  This fabricator is standard issue for 
  Federated States ENTs working 
  Earthside. It has a pistol-style layout, 
  with bright blue stripes along the barrel 
  to distinguish it from a gun to help 
  prevent friendly fire.  
     Size: Small. 
     Expanded Memory Slots: 4. 
     ENC Bonus: +10. 
     Power Requirements: Small fuel cell. 
     Applicator Range: 20 ft. 
     Purchase DC: 21. 
     Weight: 3 lb. 
   
  "Paladin" V3 Fabrication Gauntlet 
  The Paladin gets its name from the way 
  an ENT using this gauntlet-style 
  fabricator appears to be "laying on 
  hands" while using it to heal injuries. 
  The raw material storage and the control 
  apparatus are arranged around the 
  forearm, while the applicator and the 
  fabrication chamber are arranged 
  around the hand. The Paladin’s wearer 
  actually creates the fabrication chamber 
  by making a fist, and the object or 
  substance being fabricated literally 
  grows in the palm of the wearer’s hand. 
  (This is handy when fabricating throwing 
  grenades.) 
     Size: Small. 
     Expanded Memory Slots: 6. 
     ENC Bonus: +12. 
     Power Requirements: Small fuel cell. 
     Applicator Range: 15 ft. 
     Purchase DC: 24. 
     Weight: 2 lb. 
   
  Grunt Pack-Fabricator  
  This heavy-duty fabricator was designed 
  primarily for use on construction sites. It 
  consists of a backpack and a hose 
  extension, which can retract completely 
  into the pack for storage. The majority of 
  the power and resource storage is 
  contained in the pack, and both the 
  applicator and deployment bay are 
  located at the business end of the hose. 
  This particular model is often used by 
  Free Traders, because the extra weight 
  is only a small burden in the low gravity 
  environments in which they often trade. 
     Size: Medium-size. 
     Expanded Memory Slots: 8. 
     ENC Bonus: +18. 
     Power Requirements: 2 small fuel 
  cells. 
     Applicator 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 fabricator 
  into a projectile weapon capable of firing 
  small grenades or metallic projectiles 
  fabricated within the deployment bay. 
     Purchase DC: 15 
   
  Wireless Interface 
  This upgrade allows a character with a 
  wireless transceiver Core upgrade to 
  interface wirelessly with his fabricator, 
  allowing him to begin the loading of a 
  new program as a free action. 
     Purchase DC: 18 
   
  ExMem Booster 
  This attachment gives a fabricator extra 
  expanded memory slots.  
     Purchase DC: 25 per slot. 
   
  FastMem Clip System 
  This feature allows a fabricator to store 
  expanded memory slots as “clips”, 
  granting its user fast access to separate 
  sets of programs. 
     Purchase DC: 20 (FastMem clip 
  receptacle); 16 (1 clip with 5 slots). 
   
  ENC Backup Cartridge 
  An ENC backup cartridge contains a 
  single slug of nanites that immediately 
  recharges a fabricator’s ENC equipment 
  bonus, so that a used-up fabricator can 
  run programs again without spending 
  any time in “sleep” mode. A fabricator’s 
  ENC bonus cannot be increased beyond 
  its maximum by use of an ENC backup. 
     Purchase DC: 22 (5-ENC capacity); 
  24 (10-ENC capacity); 27 (20-ENC 
  capacity); 31 (50-ENC capacity). 
   
  Resource Pack 
  This clip of raw material is loaded into a 
  fabricator’s resource bay. One resource 
  pack contains enough raw material a 
  day of Tech Programs for its fabricator. 
  The material in the clip supplies atoms 
  for standard fabrication up to the 
  maximum ENC expenditure for the 
  fabricator, but cannot stand in for any 
  extra resources required by a Tech 
  Program.  
     Purchase DC: 6 
   
  Fuel Cell 
  Fuel cells power Small, Medium-size, 
  and Large fabricators. 
     Purchase DC: 15 
  
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  Chapter 14: Tech Programs 
   
  Any sufficiently advanced technology is 
  indistinguishable from magic. – from 
  Hazards of Prophecy: The Failure of 
  Imagination by Arthur C. Clarke 
   
  While there is no magic in the Dark 
  Horizons universe, the Tech classes 
  (Emergency Nanotechs, Encoders, and 
  Free Traders) in this setting can use 
  their fabricators to run Tech Programs, 
  the effects of which are similar to (but 
  not identical with) the effects of spells in 
  other d20 games. This chapter begins 
  with a general description of how Tech 
  Programs work, and contains detailed 
  descriptions of each Tech Program as 
  well. 
   
  How to Read a Tech Program 
  Description 
  Each program description includes all of 
  the relevant pieces of information in this 
  section. 
   
  Program Name 
  The name of the program.  
   
  Category 
  Tech Programs are divided into five 
  categories: 
     Utility programs can be used by all 
  Tech classes (ENTs, Encoders, and 
  Free Traders). As the name implies, 
  these programs use a fabricator’s 
  abilities for utilitarian purposes, creating 
  useful devices and effects. 
     Mechanics programs are used by 
  ENTs to deal with various emergencies 
  through feats of engineering and 
  chemistry. 
     Biomedical programs are used by 
  ENTs for the preparation and application 
  of various medical treatments and other 
  organic compounds. 
     Software programs are used by 
  Encoders to control complicated 
  software/hardware interfaces and create 
  effects. 
     Sensor programs are used by 
  Encoders to collect and interpret data. 
   
  Tech Level 
  This line indicates the level of the Tech 
  Program, as well as the Tech class or 
  classes able to run the program. 
   
  Purchase DC 
  The cost of a Tech Program. 
   
  Restrictions 
  Some programs are either unavailable 
  on the open market or unavailable to 
  unqualified buyers; any restrictions are 
  noted on this line. 
   
  Hardware Requirements 
  The minimum hardware required to run 
  a program (e.g., a fabricator of a 
  particular size, a Tech Drone, etc).  
   
  Run Time 
  The amount of time needed to run a 
  program  Running a program can be a 
  move action, an attack action, or a full 
  round action, or running the program 
  can take an amount of time measured in 
  rounds, minutes, or hours. Some 
  programs that use a fabricator’s 
  applicator include the application 
  process in the run time.  Note that a 
  program’s run time is distinct from the 
  duration of its effects. 
   
  Target 
  Some programs have a specific target 
  or targets.  Programs can be targeted 
  only at creatures or objects specified in 
  this line. A target must be visible or 
  tangible to the runner (depending on the 
  operation of the program) and 
  specifically chosen as the program’s 
  target. (For example, the binding shot 
  program cannot be targeted generically 
  at “the leader” of a group of robots, 
  depending on the program to identify 
  and strike the leader; instead, the runner 
  
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  must identify and be able to see the 
  robot that is the leader, and specify that 
  robot as the program’s target.) However, 
  the target need not be selected until the 
  program has finished running. 
     If a program is run on an invalid target 
  (such as the smart cells program on a 
  target other than a living creature), the 
  program has no effect. 
   
  Effect 
  Some Tech Programs, instead of 
  affecting a pre-existing target or an area, 
  create a material result (an object, a 
  liquid, or a gas) called an effect.  If a 
  program’s effect is a distributed from an 
  applicator, the area over which the 
  effect is distributed is described in the 
  same way that areas for spells are 
  described in Chapter 10: FX Abilities of 
  d20 Modern Roleplaying Game. 
   
  Area 
  Some Tech Programs affect an area 
  instead of targeting an object or creature.  
  Areas for Tech Programs follow the 
  same rules as areas for spells (see 
  Chapter 10: FX Abilities in the d20 
  Modern Roleplaying Game). Note that 
  when the area of a Tech Program is 
  cone-shaped, both the cone’s length 
  and its width at its far end are equal to 
  the fabricator’s applicator range. 
   
  Duration 
  A Tech Program’s duration describes 
  the length of time over which the effects 
  of the program persist. 
     When the effect of a Tech Program is 
  the production of either an object or any 
  material substance, that object or 
  substance continues to exist until and 
  unless it is destroyed by some separate 
  event. However, an object or substance 
  may lose effectiveness after a certain 
  number or uses or after a certain 
  amount of time. In this case, the 
  duration describes the length of time 
  over which the object or substance 
  remains effective. 
   
  Saving Throw 
  This line describes the the type of throw, 
  if any, that a program’s target must 
  make to avoid some or all of the effect 
  of the program.  For further details about 
  the mechanics and types of saving 
  throws, see Chapter 10: FX Abilities in 
  the d20 Modern Roleplaying Game; the 
  saving throw against a Tech Program is 
  equal to 10 + the Tech Program level + 
  the runner’s Int bonus. 
   
  ENC Cost 
  This line indicates the amount of 
  Effective Nanite Charge that is 
  consumed by running the program. 
   
  Descriptive Text 
  This text describes the end result of a 
  successfully run program. 
   
  Options and Upgrades 
  Many Tech Programs allow the runner 
  to spend ENC above and beyond the 
  program’s ENC cost to improve the 
  effects of the program. A runner can 
  spend no more ENC in this way than 5 + 
  the runner’s Int bonus + the runner’s 
  total Tech level (levels from multiple 
  Tech classes stack). Some Tech 
  Programs have multiple options and 
  upgrades. When spending ENC on 
  more than one option or upgrade, the 
  maximum ENC that can be spent is 
  calculated separately for each upgrade. 
  In other words, a runner who can spend 
  4 extra ENC on an upgrade can spend 4 
  ENC on each upgrade available. 
   
  
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  Tech Program Descriptions 
  (Alphabetical) 
   
  Acid Spray  
  Utility 
     Tech Level 2 (Enc, ENT, FT) 
     Purchase DC: 14 
     Restrictions: Black market 
     Hardware Requirements: Small 
  fabricator 
     Run Time: Attack action 
     Area: 60-ft. cone 
     Duration: Instantaneous 
     Saving Throw: Reflex half 
     ENC Cost: 3 
   
     This program sprays a powerful acid 
  from the fabricator’s applicator. The 
  spray deals 3d6 acid damage to any 
  unprotected creature in the affected 
  area. 
     Options and Upgrades: For every 2 
  additional ENC spent, the damage 
  increases by 1d6 and the save DC 
  increases by 1. 
   
  AI Control System 
  Software 
     Tech Level 5 (Enc) 
     Purchase DC: 15 
     Hardware Requirements: Tech 
  Drone 
     Run Time: 6 hours 
     Target: 1 computer-controlled system 
     Duration: Instantaneous 
     Saving Throw: None 
     ENC Cost: 9 
   
     This program creates an AI hardware 
  module that can be permanently 
  connected to any computer-controlled 
  system. Creating the hardware takes 
  mere seconds with a fabricator; the hard 
  part is creating the AI, which must be 
  custom-programmed to control the 
  system the hardware is connected to. 
  The 6-hour run time is spent writing this 
  AI program, at the end of which time the 
  runner must make a Computer Use 
  check DC 28. 
     If the Computer Use check is 
  successful, then the runner chooses a 
  single skill that the programmed AI 
  hardware module can now emulate, 
  making skill checks with a bonus equal 
  to half the runner’s level. If the runner 
  has 10 or more ranks in the skill be 
  emulated, he gains +2 bonus to the 
  Computer Use check to program the AI. 
  If the AI is being created to control some 
  sort of gun emplacement, the AI has an 
  attack bonus equal to 1/3 of the runner’s 
  level. 
     AI Control Systems are usually 
  installed in starships to pilot, act as 
  gunners, or otherwise fill the roles of 
  crewmembers. They can also be 
  installed in nearly all post-PL 5 vehicles 
  to make Drive or Pilot checks, as nearly 
  all vehicles after this Progress Level 
  have an internal computer-controlled 
  drive system. The AI will respond to 
  verbal commands from the runner, and 
  can be set to receive commands from 
  other users as well. The AI can interface 
  with most communication devices 
  allowing it to be issued orders remotely. 
     If the runner wants to take direct 
  control of the AI, he can direct his Tech 
  Drone to interface with it. The runner 
  can direct the AI to take an attack, move, 
  or full round action that the AI’s skill 
  enables it to take. This can be done 
  during combat as a free action. The AI 
  will take the directed action directly after 
  the runner’s turn. While the runner’s 
  Tech Drone is interfaced with an AI, it 
  cannot take any other actions and 
  cannot be used to run Tech Programs.  
     Options and Upgrades: The runner 
  can make an Improved AI Control 
  System by spending an additional 15 
  ENC and succeeding at a Computer 
  Use check DC 35 instead of the 
  Computer Use check DC 28 required 
  while running the basic program. An 
  Improved AI Control System can be 
  programmed to emulate one additional 
  skill per 3 runner levels, and it gains an 
  extra +1 bonus to Skill checks/attack 
  rolls per 5 runner levels. 
  
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  Air Filter 
  Biomedical 
     Tech Level 1 (ENT) 
     Purchase DC: 11 
     Hardware Requirements: Small 
  fabricator 
     Run Time: Attack action 
     Effect: 1 air filter 
     Duration: Effective for 10 
  minutes/runner level 
     ENC Cost: 1 
   
     This program creates a single air filter 
  that can be worn over the mouth and 
  nose, protecting the wearer from all 
  airborne poisons and similar effects. 
  Wearing the filter grants a + 2 nanotech 
  bonus to all saves verse airborne 
  poisons, toxins, and similar effects. 
     Options and Upgrades: Every 
  additional ENC spent will increase the 
  nanotech bonus to saves against 
  airborne threats by 1 (maximum +5). 
   
  Air Gun 
  Utility 
     Tech Level 2 (Enc, ENT, FT) 
     Purchase DC: 12 
     Hardware Requirements: Small 
  fabricator 
     Run Time: Attack action 
     Area: 60-ft. cone 
     Duration: Instantaneous 
     Saving Throw: Fortitude partial 
     ENC Cost: 3 
   
     This program produces a large cone-
  shaped blast of air that snuffs out all 
  fires sized Small or smaller in the 
  affected area. Any characters, creatures, 
  or unfixed objects in the affected area 
  who fail (or cannot make) a Fortitude 
  save will be knocked down. Any 
  characters in the affected area who 
  make a Fortitude save will be pushed 
  back 10 feet. Any characters or 
  creatures who are immune to knock 
  down or knock back are unaffected by 
  this program. 
     Options and Upgrades: When 2 
  additional ENC units are spent, the 
  program will push any characters or 
  creatures in the affected area who make 
  a Fortitude save back an additional 10 
  feet. 
   
  Analyze Compound 
  Sensor 
     Tech Level 1 (Enc) 
     Purchase DC: 11 
     Hardware Requirements: Tech 
  Drone 
     Run Time: Attack action 
     ENC Cost: 2 
   
     This program will analyze a substance 
  within Tech Drone sensor range, 
  determine whether it is dangerous, and 
  if so, fabricate a neutralizing compound 
  that can be sprayed over the substance 
  to render it harmless. 
   
  Analyze Gear 
  Sensor 
     Tech Level 1 (Enc) 
     Purchase DC: 11 
     Hardware Requirements: Tech 
  Drone 
     Run Time: Attack action 
     ENC Cost: 2 
   
     This program will identify and create a 
  digital schematic of an object within 
  Tech Drone sensor range, granting a 
  bonus to Repair checks on the object in 
  the amount of +2 plus 1 per runner level. 
   
  Anti-Venom 
  Biomedical 
     Tech Level 3 (ENT) 
     Purchase DC: 13 
     Hardware Requirements: Small 
  fabricator 
     Run Time: Attack action 
     Target: Poisoned creature 
     Duration: Instantaneous 
     ENC Cost: 5 
   
     This program creates a compound 
  that will neutralize the effects of any 
  
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  poison when injected into the 
  bloodstream of a living target. 
   
  AP Rocket 
  Utility 
     Tech Level 3 (Enc, ENT, FT) 
     Purchase DC: 13 
     Restrictions:  Mil +3 
     Hardware Requirements: Small 
  fabricator 
     Run Time: Attack action 
     Area: 10-ft. burst 
     Duration: Instantaneous 
     Saving Throw: None 
     ENC Cost: 5 
   
     This program builds a small armor-
  piercing rocket (with a built-in single-use 
  launcher) that can be fired directly from 
  the deployment bay of a small fabricator. 
  After the rocket has been built, the user 
  makes a ranged attack to fire the rocket 
  (this attack falls under Personal 
  Firearms Proficiency). 
     The rocket ignores 1 point of damage 
  reduction  per runner level and 5 points 
  of hardness per runner level, dealing 
  6d8 points of damage. The range 
  increment of the rocket is equal to the 
  fabricator’s applicator range. 
     Options and Upgrades: Spending 1 
  additional ENC unit increases the 
  damage die by one to a maximum of 
  10d8. Spending 2 additional ENC units 
  increases the burst radius by 10 ft. 
  Spending 2 additional ENC units allows 
  the rocket to be fabricated as a swift 
  action. 
     In addition, for every 2 additional ENC 
  spent to achieve any of these options or 
  upgrades, this Tech Program’s save DC 
  increases by 1. 
   
  Atomic Edge 
  Mechanics 
     Tech Level 2 (ENT) 
     Purchase DC: 13 
     Restrictions: Mil +3 
     Hardware Requirements: Small 
  fabricator  
     Run Time: Full-round action 
     Target: Edged weapon 
     Duration: Effective for 5 attacks + 1 
  attack/runner level 
     ENC Cost: 3 
   
     This program creates an atomic edge 
  on an edged weapon. This grants the 
  weapon a +1 bonus to damage per 2 
  runner levels (maximum of +5), and 
  allows it to bypass up to 10 points of 
  hardness. After 5 attacks + 1 attack / 
  runner level, the weapon’s edge will dull 
  to its normal state. 
     Options and Upgrades: With every 4 
  additional ENC units spent, the weapon 
  is able to bypass another 5 points of 
  hardness. 
   
  Atomic Wire Trap 
  Utility 
     Tech Level 4 (Enc, ENT, FT) 
     Purchase DC: 16 
     Restrictions: Black market 
     Hardware Requirements: Small 
  fabricator 
     Run Time: Attack action 
     Effect: Wires in a square area 10 ft. + 
  5 ft./2 runner levels on a side 
     Duration: 10 hours + 1 hour/runner 
  level, or until broken 
     Saving Throw: Reflex half  
     ENC Cost: 7 
   
     This program creates a deadly trap 
  consisting of nearly invisible wires that 
  are atomically fine and razor sharp. 
  These wires are typically stretched 
  taught in doorways or between similar 
  standing structures. Anything that 
  attempts to pass through an Atomic 
  Wire Trap takes 5d6 + 1d6 per 2 runner 
  levels slashing damage. Once a single 
  victim has passed through the wires, the 
  wires snap and disintegrate.  The wires 
  will also disintegrate after 10 hours + 1 
  hour per runner level if they are not 
  broken. 
     Options and Upgrades: The runner 
  can spend 5 additional ENC units to 
  create wires that will regenerate one 
  time after the trap is first triggered. 
  
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  Doing so makes the trap less effective, 
  decreasing the damage by half.  
   
  Auto Rocket 
  Utility 
     Tech Level 2 (Enc, ENT, FT) 
     Purchase DC: 14 
     Restrictions: Black market 
     Hardware Requirements: Small 
  fabricator, rocket launcher (built in or 
  separate) 
     Run Time: Attack action 
     Area: 10-ft. burst 
     Duration: Instantaneous 
     Saving Throw: None 
     ENC Cost: 3 
   
     This program builds a small dumb-fire 
  rocket (with a built-in single-use 
  launcher) that can be fired directly from 
  the deployment bay of a small fabricator. 
  After the rocket has been built, the user 
  makes a ranged attack to fire the rocket 
  (this attack falls under Personal 
  Firearms Proficiency). 
     The rocket deals the runner’s choice 
  of thermal, fragmentation, electrical, or 
  sonic damage in the amount of 3d8 
  +1d8 per two runner levels. The range 
  increment of the rocket is equal to the 
  fabricator’s applicator range. 
     Options and Upgrades: Spending 1 
  additional ENC unit increases the 
  damage die by one to a maximum of 
  6d6. Spending 2 additional ENC units 
  increases the burst radius by 10 feet. 
  Spending 2 additional ENC units allows 
  the rocket to be fabricated as a swift 
  action. 
     In addition, for every 2 additional ENC 
  spent to achieve any of these options or 
  upgrades, this Tech Program’s save DC 
  increases by 1. 
   
  Binding Shot 
  Utility 
     Tech Level 1 (Enc, ENT, FT) 
     Purchase DC:  11 
     Hardware Requirements: Small 
  fabricator 
     Run Time: Attack action 
     Target: One creature 
     Duration: One hour 
     Saving Throw: None 
     ENC Cost: 1 
   
     This program fires a bolt of fast-drying 
  glue at a target with a ranged touch 
  attack. If the glue hits, the target loses 2 
  points of Dexterity and must take a full 
  round action to clean it off. Multiple hits 
  have a cumulative effect until the target 
  is completely immobile, at which point 
  the target is effectively paralyzed. The 
  glue will naturally dissolve after an hour. 
     Options and Upgrades: For every 2 
  additional ENC units spent, the Dexterity 
  penalty is increased by 2. 
   
  Bio Plate 
  Biomedical 
     Tech Level 5 (ENT) 
     Purchase DC: 15 
     Hardware Requirements: Small 
  fabricator 
     Run Time: Attack action 
     Target: Creature 
     Duration: 1 hour/runner level 
     ENC Cost: 9 
   
     This program injects several thousand 
  nanites under the skin of a friendly living 
  target creature. These nanites knit 
  together into temporary sub-dermal 
  armor plates, granting the target 
  creature a natural armor bonus of 1d4 
  for the program duration. 
     Options and Upgrades:  For every 5 
  additional ENC spent, the recipient 
  gains an additional +1 natural armor 
  bonus (maximum +5). 
   
  Body Booster 
  Biomedical 
     Tech Level 3 (ENT) 
     Purchase DC: 13 
     Hardware Requirements: Small 
  fabricator  
     Run Time: Attack action 
     Target: Creature 
     Duration: 1 hour/runner level 
     ENC Cost: 5 
  
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     This program injects into a living 
  creature a compound granting a 
  temporary chemical bonus of +4 to one 
  of 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 runner 
  can choose one other physical stat to 
  receive the +4 bonus. 
   
  Bug Detector 
  Sensor 
     Tech Level 5 (Enc) 
     Purchase DC: 17 
     Restrictions: Black market 
     Hardware Requirements: Tech 
  Drone 
     Run Time: Attack action 
     Area: Burst with radius equal to Tech 
  Drone’s sensor range 
     Duration: Instantaneous 
     Saving Throw: None 
     ENC Cost: 9  
   
     This program allows the runner to 
  locate active surveillance hardware 
  within his Tech Drone’s sensor range. 
  Once a bug or similar device is found, it 
  can be disabled by the runner at his 
  leisure.   
     Options and Upgrades: By spending 
  9 additional ENC units, the runner can 
  use this program to create an effect: a 
  “bug hunter” nanocolony that will detect 
  surveillance equipment in an area of 50 
  square feet, defined when the program 
  is run, for a number of days equal to the 
  runner’s level. 
   
  Caltrops 
  Utility 
     Tech Level 1 (Enc, ENT, FT) 
     Purchase DC: 11 
     Hardware Requirements: Small 
  fabricator 
     Run Time: Attack action 
     Effect: Enough caltrops to effectively 
  booby-trap a circular area of radius 10 ft. 
  + 5 ft./2 runner levels 
     Duration: Caltrops are effective 
  indefinitely 
     Saving Throw: Reflex 
     ENC Cost: 1 
   
     This program creates metal caltrops to 
  booby-trap an area of ground or floor. 
  Characters who move through the 
  trapped area must make a Reflex save 
  or suffer 1d4 + 1 per runner level 
  piercing damage and move at half 
  movement until the caltrops are 
  removed (removal is a full round action). 
  If damage resistance prevents all 
  damage dealt by the caltrops the target 
  does not suffer the movement penalty. 
  (For more information about the 
  consequences when a vehicle with tires 
  enters the trapped area, see the Avoid 
  Hazard section in Chapter 5: Combat in 
  the d20 Modern Roleplaying Game). 
     Options and Upgrades:  Spending 4 
  additional ENC turns the caltrops from 
  metal to crysanium for the purpose of 
  damage reduction. 
   
  Chemical Fabrication 
  Utility 
     Tech Level 2 (Enc, ENT, FT) 
     Purchase DC: 12  
     Hardware Requirements: Small 
  fabricator 
     Run Time: See below 
     Duration: See below 
     ENC Cost: 3 
   
     When using this program in 
  conjunction with the Craft (chemical) 
  skill, reduce the purchase DC by 2 and 
  the time spent making the check by ¼. 
  This does not grant a bonus to the skill 
  check, which must still be made as laid 
  out in the skill description. When 
  fabricating a piece of equipment, the 
  fabricator must be at least one size 
  category larger than the item being 
  created.  
   
   
   
   
  
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  Chemical Tag 
  Sensor 
     Tech Level 1 (Enc) 
     Purchase DC: 11 
     Hardware Requirements: Small 
  fabricator 
     Run Time: Move action 
     Effect: Enough paint to tag one object 
     Duration: 5 hours + 1 hour/runner 
  level, or until broken 
     ENC Cost: 2 
   
     This program creates a chemical paint 
  with a distinctive, easily detected 
  composition, perfect for “tagging” an 
  object for later identification. The paint 
  can be any color the runner chooses 
  (the default color is bright red), and can 
  either be applied as a spray or fired in a 
  bolt from the applicator. 
   
  Comm Beacon 
  Utility 
     Tech Level 3 (Enc, ENT, FT) 
     Purchase DC: 13 
     Restrictions: Res +2 
     Hardware Requirements: Small 
  fabricator 
     Run Time: Full-round action 
     Effect: 1 comm beacon 
     Duration: Effective for 1 week 
     ENC Cost: 5 
   
     Running this program creates a global 
  positioning beacon that can be found by 
  satellite. The beacon can broadcast 
  either a message (for example, an SOS) 
  or an identification signal (for example, a 
  flag for military targeting). The beacon 
  itself is small, lightweight, and easily 
  hidden from plain sight while 
  broadcasting (Computer Use check DC 
  25 from a ship or Spot check DC 30 will 
  find it). The beacon will function for one 
  week before running out of power. 
     Options and Upgrades: For every 2 
  additional ENC units spent, the beacon 
  functions for 1 additional week. 
   
   
   
  Comm Laser 
  Utility 
     Tech Level 1 (Enc, ENT, FT) 
     Purchase DC:  11 
     Hardware Requirements: Small 
  fabricator 
     Run Time: Attack action 
     Duration: Transmission is full round 
  action 
     Saving Throw: None 
     ENC Cost: 1 
   
     This program causes a fabricator to 
  act as a laser guided by a system that 
  tracks the homing signals used by most 
  laser transceivers.  The fabricator-laser 
  relays messages over a distance of up 
  to 5,000 ft. + 500 ft. per runner level in 
  the runner's line of sight. Transmitting a 
  message in this way is a full round 
  action and does not require any checks 
  or an attack roll. If the runner targets a 
  receiver that lacks a homing beacon, he 
  must succeed at a ranged touch attack 
  on the receiver, which has a defense of 
  10 +1 per 100 feet of distance between 
  the runner and the receiver. 
     The runner can transmit images, video, 
  or any other form of electronic data with 
  the comm laser program. A single 
  message can include a terabyte of 
  information, so long as the message is 
  ready before the program is run. If 
  information to be sent is located on a 
  piece of hardware that is separate from 
  the runner's fabricator, the runner can 
  choose to fabricate the appropriate 
  hardware interface into the fabricator to 
  allow that information to be transferred. 
  If the runner needs to send only a brief 
  message (100 words or less), he can 
  input the message directly through his 
  fabricator. The comm laser program 
  cannot receive messages; it can only 
  send them. 
     Options and Upgrades: With a few 
  adjustments the comm laser program 
  can be modified to become a damage-
  dealing laser weapon. If the runner 
  spends 1 additional ENC, the comm 
  laser can deal 1d4 fire damage with a 
  
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  ranged touch attack to a target within 
  100 ft. +10 ft./runner level, with no 
  saving throw possible. For every 
  additional ENC unit the runner spends, 
  the laser deals an additional 1d4 fire 
  damage. 
   
  Control Fractal Wall I 
  Software 
     Tech Level 2 (Enc) 
     Purchase DC: 11 
     Hardware Requirements: Tech 
  Drone 
     Run Time: Attack action 
     Target: Fractal wall 
     Duration: See below 
     ENC Cost: 3 
   
     This program uses a magnetic field to 
  manipulate a pre-existing fractal wall to 
  create a simple illusion, such as of a 
  wall or a silhouette of a human. The 
  illusion cannot fill more than four 
  adjacent five-foot squares or move from 
  the original location of the fractal wall. 
  The illusion will last as long as the 
  fractal wall would originally have 
  persisted, plus an additional round per 
  runner level. See Tech Program: Fractal 
  Wall.  
   
  Control Fractal Wall II 
  Software 
     Tech Level 4 (Enc) 
     Purchase DC/Restrictions: 12 
     Hardware Requirements: Tech 
  Drone 
     Run Time: Attack action 
     Target: Fractal wall 
     Duration: See below 
     ENC Cost: 7 
   
     This program uses a magnetic field to 
  manipulate a pre-existing fractal wall to 
  create a complex illusion, such as of 
  complex machines and lifelike people. 
  This program can control up to five 
  fractal walls for the purpose of creating 
  one large image. The illusion can move 
  away from the original location of the 
  fractal wall, pulling the wall with it. The 
  illusion will last as long as the fractal 
  wall would originally have persisted, 
  plus an additional two rounds per runner 
  level. See Tech Program: Fractal Wall.   
   
  Data Base 
  Software 
     Tech Level 1 (Enc) 
     Purchase DC: 11 
     Hardware Requirements: Tech 
  Drone 
     Run Time: Attack action 
     Target:  Creature 
     Duration: 1 skill check or 10 minutes 
  + 10 minutes/2 runner levels 
     ENC Cost: 1 
   
     This program creates a set of nanites 
  that temporarily encodes an information 
  bank for one of the following skills, 
  selected by the runner while running this 
  program: Knowledge (behavioral 
  sciences), Knowledge (earth and life 
  sciences), Knowledge (history), 
  Knowledge (physical sciences), 
  Knowledge (technology), Speak 
  Language. When these nanites are 
  injected into a friendly target, they attach 
  themselves to the brain, granting a +5 
  competence bonus to the chosen skill or 
  the chosen language.  Once the 
  duration of the Data Base has expired, 
  the nanites dissolve harmlessly into the 
  recipient’s body. 
   
  Data Reader 
  Sensor 
     Tech Level 2 (Enc) 
     Purchase DC: 11 
     Hardware Requirements: Small 
  fabricator 
     Run Time: Attack action 
     Effect: 1 data reader device 
     Duration: 1 week + 1 day/runner level 
     ENC Cost: 3 
   
     This program creates a small 
  handheld device called a reader that 
  can be used to read the data stored in 
  any kind of data storage device, 
  
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  including the marks created by the 
  program Mark.  
     The reader does not require a physical 
  link to a data storage device to read the 
  data stored therein, but it does need to 
  be within a few inches of the storage 
  device. The reader cannot decrypt data 
  unless it has a decryption key, and if the 
  data is in computer code, the GM may 
  require the runner to succeed at a 
  Computer Use check in order to 
  understand the data. The reader has 
  enough internal power to function for 
  one week plus one day per runner level. 
   
  Data Tap 
  Software 
     Tech Level 1 (Enc)  
     Purchase DC: 13 
     Restrictions: Black market 
     Hardware Requirements: Tech 
  Drone 
     Run Time: Attack action 
     Target: One computer or one robot 
     Duration: 1 round/2 runner levels 
     Saving Throw: Will negates 
     ENC Cost: 3 
   
     This program can be used to steal 
  data from a computer or robot. The 
  runner’s Tech Drone must make a 
  ranged touch attack to latch on to a 
  target for the purpose of delivering a 
  slug of data-stealing nanites to the 
  target. For every round the nanites are 
  active, they transmit one day of the 
  target’s memory to the runner’s Tech 
  Drone. All data is transmitted exactly as 
  it appears in the memory of the target. 
   
  Demolitions Charge 
  Mechanics 
     Tech Level 3 (ENT) 
     Purchase DC: 13 
     Restrictions: Mil +3 
     Hardware Requirements: Small 
  fabricator  
     Run Time: Full-round action 
     Effect: Explosive device with 20–ft. 
  burst area 
     Duration: See below 
     Saving Throw: Reflex half 
     ENC Cost: 5 
   
     This program creates a powerful 
  chemical explosive device. During the 
  run time, the runner determines the 
  amount of time before the charge 
  detonates; this time cannot be longer 
  than 1 hour/2 runner levels. When the 
  explosive detonates, it cuts its target’s 
  hardness in half before damage is dealt. 
  When the charge detonates, the 
  explosion first cuts in half the hardness 
  of any objects and/or creatures in the 
  affected area, then deals 6d6 points of 
  concussion damage to those objects 
  and/or creatures. The demolitions skill 
  can be used with this explosive after the 
  program has been run. 
     Options and Upgrades: For every 2 
  additional ENC units spent, the damage 
  dealt by the charge increases by 1d6. 
   
  Det Cord 
  Utility 
     Tech Level 2 (Enc, ENT, FT) 
     Purchase DC: 12 
     Restrictions: Res +2 
     Hardware Requirements: Small 
  fabricator  
     Run Time: Attack action 
     Effect: 50 ft. of det cord 
     Duration: Instantaneous 
     ENC Cost: 3 
   
     This program creates 50 feet of det 
  cord (see Chapter 4: Equipment in the 
  d20 Modern Roleplaying Game for more 
  details about the operation of det cord). 
  The program uses the fabricator as a 
  remote detonator. 
     Options and Upgrades: For 2 
  additional ENC units, the runner can 
  increase the det cord’s damage by 2d6. 
   
  Diamond Weave 
  Mechanics 
     Tech Level 2 (ENT) 
     Purchase DC: 12 
     Hardware Requirements: Small 
  fabricator 
  
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     Run Time: 10 minutes 
     Target: Article of clothing 
     Duration: 2 hours 
     ENC Cost: 3 
   
     This program is used to temporarily 
  modify an article of clothing that does 
  not already grant its wearer a Defense 
  bonus or damage reduction. The article 
  of clothing must cover at least 50% of 
  the wearer’s body and be worth a 
  Wealth DC of 15, and must be removed 
  before being modified. This program 
  weaves a high-density carbon thread of 
  nanites into the clothing, granting a 
  defense bonus of +1/3 runner levels. 
  Once the duration has expired, the 
  threads dissolve, leaving the clothing in 
  its original condition. 
     Options and Upgrades: For each 
  additional ENC unit spent, the effect will 
  last for one additional hour. 
   
  Digital Sight 
  Utility 
     Tech Level 3 (Enc, ENT, FT) 
     Purchase DC: 13 
     Restrictions: Mil +3  
     Hardware Requirements: Small 
  fabricator, ranged weapon, HUD or 
  scope 
     Run Time: Attack action 
     Target: One creature or object. 
     Duration: 1 minute/runner level 
     Saving Throw: None 
     ENC Cost: 5 
   
     This program creates a small nanite 
  drone to “paint” a target. The drone 
  calculates trajectory (accounting for 
  winds) and relays this information back 
  to the runner’s HUD or scope. The 
  program allows the runner to ignore any 
  range penalty up to the maximum range 
  of the weapon being used, but a full 
  round action is necessary to set up the 
  shot. The drone can paint only one 
  target, and it cannot be destroyed by 
  normal means because of its 
  microscopic size. After a length of time 
  equal to 1 minute per runner level, the 
  drone ceases to function. 
     Options and Upgrades: For every 2 
  additional ENC units spent, add 1 to the 
  attack roll. 
   
  Electrical Dampener 
  Utility 
     Tech Level 3 (Enc, ENT, FT) 
     Purchase DC: 15 
     Restrictions: Black market 
     Hardware Requirements: Small 
  fabricator  
     Run Time: Attack action 
     Target: One electronic device 
     Duration: 1 round + 1 round/runner 
  level 
     Saving Throw: None 
     ENC Cost: 5 
   
     This program creates a small device 
  that temporarily stops the flow of 
  electrons in a target to which it is affixed. 
  When used in combat, a touch attack is 
  required to affix the dampener. Anything 
  under the effect of an electrical 
  dampener loses all powered functions 
  while the dampener is active. 
     Options and Upgrades: For 3 
  additional ENC units, the dampener can 
  affect every electronic device within a 
  20-foot radius. 
   
  Electronic Countermeasures 
  Software 
     Tech Level 5 (Enc) 
     Purchase DC: 15 
     Hardware Requirements: Small 
  fabricator, Tech Drone 
     Run 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’s 
  Tech Drone to emit a burst of 
  electromagnetic energy that scrambles 
  all targeting systems within the 
  program’s area, negating any attack 
  
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  bonus granted by a targeting system for 
  the program’s duration. 
     Options and Upgrades: Spending 10 
  additional ENC units allows the runner 
  to negate the targeting systems of 
  specific targets instead of those of all 
  systems within range. When using this 
  ability, the runner can target one 
  creature or object with a targeting 
  system per two runner levels, as long as 
  those targets are within the area of the 
  program. 
   
  Electronics Fabrication 
  Utility 
     Tech Level 2 (Enc, ENT, FT) 
     Purchase DC: 12 
     Hardware Requirements: See below 
     Run Time: See below 
     ENC Cost: 3 
   
     When using this program in 
  conjunction with the Craft (electronic) 
  skill, reduce the purchase DC by 2 and 
  the time spent making the check by ¼. 
  This does not grant a bonus to the skill 
  check, which must still be made as laid 
  out in the skill description. When 
  fabricating a piece of equipment, the 
  fabricator must be at least one size 
  category larger than the item being 
  created.  
   
  Emergency Air 
  Biomedical 
     Tech Level 1 (ENT) 
     Purchase DC: 11 
     Hardware Requirements: Small 
  fabricator 
     Run Time: Attack action 
     Effect: 1 breathing mask with 10 
  minutes of breathable air 
     Duration: Effective for 10 minutes 
     ENC Cost: 1 
   
     This program creates a breathing 
  mask containing 10 minutes of 
  breathable air.  
     Options and Upgrades: For every 2 
  additional ENC spent, the runner can 
  create one additional mask. 
   
  Emergency Boat 
  Mechanics 
     Tech Level 2 (ENT) 
     Purchase DC: 12 
     Hardware Requirements: Small 
  fabricator 
     Run Time: Attack action 
     Effect: 1 emergency boat 
     Duration: Effective for a single use of 
  up to 1 day 
     ENC Cost: 3 
   
     This program creates an inflatable 
  boat that can carry two Medium-size 
  creatures or up to 500 lbs. The boat can 
  be inflated only once; it will remain 
  inflated for one day, has a speed of 40 
  feet in liquid water, and has 20 hit points. 
  It is propelled by millions of microscopic 
  fins placed along its underside, and has 
  a simple control panel. 
     Options and Upgrades: When 2 
  additional ENC units are spent, the boat 
  is able to stay inflated for one more day. 
   
  Emergency Shelter 
  Mechanics 
     Tech Level 1 (ENT) 
     Purchase DC: 11 
     Hardware Requirements: Small 
  fabricator 
     Run Time: Full-round action 
     Effect: 1 emergency shelter 
     Duration: Effective for a single use of 
  up to 1 day/runner level 
     ENC Cost: 1 
   
     This program creates a small plastic 
  cube that inflates into an insulated tent 
  large enough to shelter Medium-size 
  character. This temporary shelter can be 
  anchored to the ground and will keep 
  the occupant warm enough to survive in 
  temperatures as low 30 degrees below 
  freezing (Celsius). The shelter provides 
  no protection against extremely hot 
  temperatures.  The shelter can protect 
  its occupant for 1 day per runner level 
  once it has been inflated; after that time 
  it provides no further protection. 
  
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  Encryption 
  Software 
     Tech Level 1 (Enc) 
     Purchase DC: 11 
     Hardware Requirements: Tech 
  Drone 
     Run Time: Attack action 
     Target: Data storage device 
     Duration: Instantaneous 
     Saving Throw: See below 
     ENC Cost: 1 
   
     This program encrypts the data on any 
  data storage device, rendering it 
  unreadable 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 the 
  encrypted data with a Computer Use 
  check, with the DC equal to 15 + runner 
  level. 
     Options and Upgrades: For every 2 
  additional ENC units spent, the 
  Computer Use check DC increases by 1 
  (maximum +5). 
   
  Enriched Fuel 
  Utility 
     Tech Level 4 (Enc, ENT, FT) 
     Purchase DC: 14 
     Hardware Requirements: Small 
  fabricator  
     Run Time: Attack action 
     Target: Vehicle or starship 
     Duration: Effective for 10 minutes + 1 
  minute/runner level 
     ENC Cost: 7 
   
     This program injects a slug of nanites 
  into the fuel supply of a vehicle, , or 
  starship. The nanites remove impurities 
  from the fuel and create custom 
  enzymes that allow the fuel to release 
  more energy. A vehicle using Enriched 
  Fuel can move at up to double its usual 
  maximum speed for the duration of the 
  program. Note that vehicles that use 
  some form of exotic propulsion or that 
  do not use a chemical or electrical fuel 
  supply cannot gain the benefits of this 
  program, and powered armors gain only 
  a 25% speed boost from this program. 
     Options and Upgrades: Every 5 
  additional ENC units spent increases 
  the program’s duration by one minute 
  (maximum +10 minutes).  
   
  Fabricate Tools 
  Mechanics 
     Tech Level1 (ENT) 
     Purchase DC: 11 
     Hardware Requirements: Small 
  fabricator  
     Run Time: 1 minute 
     Effect: 1 set of tools 
     ENC Cost: 1 
   
     This program directs a fabricator to 
  build a set of tools usable for any skill 
  check that requires such tools. Use of 
  this program negates the –2 improvised 
  tool penalty. The tools can be used by 
  anyone with the appropriate skill. 
     Options and Upgrades: By spending 
  4 additional ENC units, the runner can 
  create master work tools, which grant a 
  +2 equipment bonus to a skill check 
  made with those tools. 
   
  Fast Bandage 
  Biomedical 
     Tech Level 1 (ENT) 
     Purchase DC: 11 
     Hardware Requirements: Small 
  fabricator 
     Run Time: Attack action 
     Range: Touch 
     Effect: 1 bandage 
     Duration: Instantaneous 
     ENC Cost: 1 
   
     This program directs a fabricator to 
  create a single sterile bandage that will 
  effectively stop bleeding, granting a +2 
  bonus to a single Treat Injury check 
  made using the bandage. 
     Options and Upgrades: For every 2 
  additional ENC units spent, the Treat 
  Injury check bonus increases by 1 
  (maximum +5). 
   
  
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  Flame Suppressant 
  Mechanics 
     Tech Level 1 (ENT) 
     Purchase DC: 11 
     Hardware Requirements: Small 
  fabricator 
     Run Time: Attack action 
     Target or Area: Burning character or 
  burst with radius of 5 ft. + 5 ft./2 runner 
  levels 
     Duration: Instantaneous 
     ENC Cost: 1 
   
     This program sprays a flame-retardant 
  foam through a fabricator’s applicator. 
  This foam snuffs out 10 points of fire 
  damage per runner level before the 
  program must be run again. The 
  suppressant can also be sprayed on a 
  target character who is on fire as a 
  combat action. 
     Options and Upgrades: For every 
  additional ENC unit spent, the 
  absorbency of the foam increases by 10 
  points. 
   
  Flare 
  Utility 
     Tech Level 2 (Enc, ENT, FT) 
     Purchase DC: 12 
     Restrictions: Mil +3 
     Hardware Requirements: Small 
  fabricator  
     Run Time: Attack action 
     Effect: 1 flare with burst area with 20-
  ft. radius 
     Duration: See below 
     Saving Throw: Reflex 
     ENC Cost: 3 
   
     This program launches a utility flare  
  from the deployment bay of a fabricator.  
  The flare is a ball of tightly-packed 
  phosphorus powder surrounding a flash 
  igniter.  The flare can either burn for 10 
  rounds, illuminating 100 of clear 
  illumination and 100 of shadowy 
  illumination for 10 rounds, or explode to  
  release a burning cloud of phosphorous 
  powder. The type of flare (illuminating or 
  burning cloud) is chosen when the 
  program is run. 
     If the flare is used to create a fire, then 
  at a distance (within the fabricator’s 
  applicator range) from the deployment 
  bay designated by the runner, the ball 
  explodes, covering with powder 
  everyone within the burst area who fails 
  a Reflex save. The explosion of powder 
  is immediately followed by the flash from 
  the igniter, which ignites all the powder 
  within the burst radius. After ignition, the 
  burning phosphorous powder causes 
  4d6 points plus 1d6 points per round of 
  fire damage for 1 round plus 1 round per 
  runner level. The fire can be put out with 
  an extinguisher or with any Tech 
  Program made to fight fires. 
   
  Flotation Device 
  Utility 
     Tech Level 1 (Enc, ENT, FT) 
     Purchase DC: 11 
     Hardware Requirements: Small 
  fabricator  
     Run Time: Attack action 
     Effect: 1 flotation device 
     Duration: Effective for a single use of 
  up to 1 day 
     ENC Cost: 1 
   
     This program directs a fabricator to 
  build one single-use inflatable flotation 
  device that will keep one Medium-size 
  character or up to 350 lbs afloat in liquid 
  water for 24 hours. 
     Options and Upgrades: With every 2 
  additional ENC spent, the device can 
  carry one of the following: one additional 
  Medium-size creature, one creature of 
  the next-largest size in place of the 
  original creature, or an additional 150 
  lbs of weight. 
   
  Fractal Wall 
  Utility 
     Tech Level 3 (Enc, ENT, FT) 
     Purchase DC: 13 
     Hardware Requirements: Small 
  fabricator  
     Run Time: Attack action 
  
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     Effect: Fractal wall with dimensions 
  described below 
     Duration: 1 round/2 runner levels 
     ENC Cost: 5 
   
     This program creates an opaque wall 
  of tiny, magnetized, reflective particles 
  in front of or around the runner (runner’s 
  choice) that gives the runner 90% 
  concealment from anyone outside the 
  wall.  The height of the wall is 20 ft ; a 
  linear wall can be up to 20 ft long per 
  runner level, and a circular wall can 
  have a radius of up to 5 feet per runner 
  level.  A character passing through the 
  wall receives an electrical surge causing 
  5d6 points of electrical damage. 
   
  Gecko Feet 
  Utility 
     Tech Level 4 (Enc, ENT, FT) 
     Purchase DC: 14 
     Hardware Requirements: Small 
  fabricator 
     Run Time: Attack action 
     Target: Creature 
     Duration: Effective for 1 hour/runner 
  level 
     ENC Cost: 7 
   
     This program directs a fabricator to 
  create a smart molecular adhesive, 
  which is applied through the fabricator’s 
  applicator to the feet of a target living 
  creature.  The adhesive allows its 
  wearer to walk up sheer surfaces with 
  ease. The recipient gains a climb speed 
  of 15 feet and becomes immune to the 
  negative effects associated with zero 
  gravity and low gravity. 
     Options and Upgrades: Every 5 
  additional ENC spent on this program 
  allows the runner to target an additional 
  living creature. Spending 2 additional 
  ENC (per target) increases the duration 
  of the program by one hour. 
   
  Genetic Cosmetics 
  Biomedical 
     Tech Level 2 (ENT) 
     Purchase DC: 12 
     Hardware Requirements: Small 
  fabricator  
     Run Time: Full-round action 
     Target: Humanoid creature 
     Duration: 1 hour/2 runner levels 
     ENC Cost: 3 
   
     This program alters the appearance of 
  a living target. Using a genetic sample 
  collected from the target (for example, a 
  skin cell), the runner creates a minor 
  recombinant virus that can change hair 
  color, eye color, complexion, or even 
  facial structure to a small extent. This 
  virus is then injected into the target 
  (which requires a touch attack if the 
  target is hostile). 
     This program is mostly used for 
  recreational purposes, but can also be 
  used to grant a bonus of 5 + 1 per 
  runner level to a Disguise check. 
   
  Geo Locator 
  Sensor 
     Tech Level 3 (Enc) 
     Purchase DC: 11 
     Hardware Requirements: Tech 
  Drone 
     Run Time: 5 minutes 
  Effect: 1 electronic map    
  ENC Cost: 5 
   
     This program identifies the runner’s 
  location on a planet’s surface, and 
  provides an electronic map of the area 
  within a ten-mile radius. 
   
  Glider 
  Mechanics 
     Tech Level 3 (ENT) 
     Purchase DC: 13 
     Hardware Requirements: Small 
  fabricator 
     Run Time: Attack action 
     Effect: 1 glider 
     Duration: Effective for 1 hour + 1 
  hour/runner level 
     ENC Cost: 5 
   
     This program creates an air-light glider 
  that unfolds from a 3x3 inch square. 
  
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  This glider can carry one character, with 
  his gear, in an atmosphere and land 
  safely. While gliding, a character has a 
  fly speed of 40 feet (clumsy). Each 
  minute, the glider descends 5 feet plus 5 
  feet for every 100 pounds the glider is 
  carrying. Updrafts will cause the glider 
  to gain an amount of altitude determined 
  by the GM.  
     Options and Upgrades: For 2 
  additional ENC, the program can be run 
  as a free action. 
   
  Glow Paint 
  Utility 
     Tech Level 1 (Enc, ENT, FT) 
     Purchase DC:  11 
     Hardware Requirements: Small 
  fabricator 
     Run Time: Full-round action (area) or 
  attack action (targeted) 
     Target or Area: One creature or one 
  object, or 40-ft.-radius burst 
     Duration: Instantaneous 
     Saving Throw: Reflex 
     ENC Cost: 1 
   
    
     This program sprays glowing paint 
  over an area or onto a target, 
  illuminating the area or target until the 
  paint is cleaned off. Glow paint is often 
  used to illuminate asteroid mining 
  operations. A character covered in glow 
  paint suffers a –5 penalty to Hide 
  checks, and loses any concealment 
  bonus that is not conferred by cover.  
  Clothing that has been covered in glow 
  paint must be thoroughly cleaned to 
  negate these effects.  
     Options and Upgrades:  For every 2 
  additional ENC spent, the Reflex save 
  DC increases by 1.  Also, spending 2 
  additional ENC units will increase the 
  radius of an illuminated area by 10 feet 
   
  Graft Armor 
  Mechanics 
     Tech Level 1 (ENT) 
     Purchase DC: 11 
     Restrictions: Mil +3 
     Hardware Requirements: Small 
  fabricator 
     Run Time: Attack action 
     Target: Construct, machine, or suit of 
  armor 
     Duration:  See below 
     ENC Cost: 1 
   
     This program uses a fabricator’s 
  applicator to graft damage-absorbing 
  armor plates onto a target. A single 
  armor graft grants 1d8 temporary hit 
  points to the target. A target may have 
  multiple armor grafts depending on its 
  size 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 +1 
  equipment bonus to Defense. The armor 
  penalties last until the graft’s temporary 
  hit points are used up. 
   
  Grappling Hook 
  Utility 
     Tech Level 3 (Enc, ENT, FT) 
     Purchase DC: 13 
     Hardware Requirements: Small 
  fabricator 
     Run Time: Attack action 
     Target: One object or one creature 
     Duration: Effective for 1 
  minute/runner level 
     ENC Cost: 5 
   
     This program directs a fabricator to 
  build and launch a grappling hook that 
  uses nanites to affix itself onto any 
  surface it hits with a successful ranged 
  attack. The hook will lose its grip on the 
  surface when the program’s duration 
  expires. The hook is attached to a 100-
  foot polymer cable that can support 300 
  pounds. A successfully attached 
  grappling hook grants a +10 bonus to 
  Climb checks using the hook. 
     The runner can also use this program 
  to make a ranged touch attack on a 
  character. 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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  attempt to pull the target in with a 
  successful opposed Strength check. 
  The target is pulled in 10 feet + 10 feet 
  for every 5 points by which the opposed 
  Strength check was larger than the 
  opposed strength. The runner may 
  release the hook as a free action.  If the 
  target removes the hook (which is a full 
  round action), he takes an additional 
  1d4 slashing damage. 
     Options and Upgrades: For every 2 
  additional ENC units spent, the runner 
  can increase his Strength check by 5 
  points or increase the cable length by 50 
  feet. 
   
  Induced Phobia 
  Biomedical 
     Tech Level 3 (ENT) 
     Purchase DC: 15 
     Restrictions: Black market 
     Hardware Requirements: Small 
  fabricator 
     Run Time: Attack action 
     Effect: Fog spreads within a 30-ft. 
  radius 
     Duration: Instantaneous 
     Saving Throw: Will negates 
     ENC Cost: 5 
   
     This program directs a fabricator to 
  spew out from its applicator a fog 
  containing nanites that induce a 
  powerful fear of the runner in any living 
  creature touched by the fog.  A panic-
  stricken creature will flee from the 
  runner (in the nearest safe direction) as 
  fast as it can for 1d6 rounds. If cornered 
  by the runner, the target will cower for 
  1d6 rounds. 
     Options and Upgrades:  For every 2 
  additional ENC units spent, the save DC 
  increases by 1. 
   
  Industrial Adhesive 
  Utility 
     Tech Level 1 (Enc, ENT, FT) 
     Purchase DC: 11 
     Hardware Requirements: Small 
  fabricator 
     Run Time: Attack action 
     Effect: Enough adhesive to cover a 
  square surface up to 10 ft. + 5 ft./2 
  runner levels on a side 
     Duration: Effective for 1 
  minute/runner level 
     Saving Throw: Reflex 
     ENC Cost: 1 
   
     This program directs a fabricator to 
  spray a powerful adhesive from its 
  applicator. The adhesive loses its 
  stickiness when the program’s duration 
  expires. 
     Any creature in a sprayed area must 
  make a Reflex save to avoid being stuck. 
  A stuck creature receives a –2 to all 
  attack rolls and cannot move until he 
  succeeds in a Strength check DC 20 as 
  a standard action. Any creature 
  attempting to move out of or through the 
  sprayed area must make a Strength 
  check DC 20 as a standard action to 
  move during that round, and if still stuck 
  in the adhesive, must make another 
  Strength check in the next round.  
     Options and Upgrades: For every 2 
  additional ENC units spent, the Strength 
  check DC increases by 1. 
   
  Industrial Solvent 
  Utility 
     Tech Level 1 (Enc, ENT, FT) 
     Purchase DC: 11 
     Hardware Requirements: Small 
  fabricator 
     Run Time: Attack action 
     Effect: Enough solvent to clean a 
  square surface up to 10 ft. + 5 ft./2 
  runner levels on a side 
     Duration: Instantaneous 
     Saving Throw: None 
     ENC Cost: 1 
   
     This program creates a solvent 
  powerful enough to dissolve the 
  adhesive produced by the industrial 
  adhesive Tech Program. The solvent 
  can be sprayed over an area covered in 
  Industrial Adhesive, or on characters 
  who are suffering the effects of 
  Industrial Adhesive. 
  
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     Options and Upgrades: For an 
  additional 4 ENC units, this program can 
  be run as a swift action. 
   
  Instant Ammo 
  Utility 
     Tech Level 1 (Enc, ENT, FT) 
     Purchase DC: 11 
     Restrictions: Mil +3 
     Hardware Requirements: Small 
  fabricator 
     Run Time: Attack action 
     Effect: 1 clip of ammunition 
     Duration: Instantaneous 
     ENC Cost: 1 
   
   
     This program directs the fabricator to 
  build a clip of ammunition for any 
  ballistic weapon that uses caseless 
  ammunition. The program will not 
  produce more than 30 rounds. 
     Options and Upgrades:  Spending 2 
  additional ENC units allows the 
  ammunition to be fabricated as a swift 
  action. Spending 4 additional ENC units 
  allows the program to produce 
  ammunition with explosive heads 
  dealing + 1 die of damage (e.g., 3d6 
  increases to 4d6). 
   
  Internal Fortitude 
  Biomedical 
     Tech Level 1 (ENT) 
     Purchase DC: 11 
     Hardware Requirements: Small 
  fabricator 
     Run Time: Attack action 
     Target: One living creature 
     Duration: 1 hour/runner level 
     ENC Cost: 1 
   
     This program creates a nutrient 
  solution tailored to boost a target’s 
  immune system. When injected into a 
  living target, the target’s Fortitude save 
  gains a +4 bonus for the program’s 
  duration. 
   
  Knockout Gas 
  Biomedical 
     Tech Level 3 (ENT) 
     Purchase DC: 13 
     Restrictions: Res +2 
     Hardware Requirements: Small 
  fabricator  
     Run Time: Attack action 
     Effect: Wall of knockout gas 5 ft. wide, 
  15 ft. tall, and 10 ft. + 5 ft./2 runner 
  levels long 
     Duration: 5 rounds + 1 round/2 runner 
  levels 
     Saving Throw: Fortitude save  
     ENC Cost: 5 
   
     This program directs a fabricator to 
  create a knockout gas that, when 
  sprayed from the fabricator’s applicator, 
  forms a wall in front of the runner. Any 
  character that moves through this wall 
  must attempt a Fortitude save, unless 
  he has some means of avoiding the gas 
  (such as a gas mask or an independent 
  air supply). A character who fails this 
  save is rendered unconscious. 
     Options and Upgrades: For every 2 
  additional ENC units spent, the save DC 
  increases by 1. 
   
  Language Analysis 
  Sensor 
     Tech Level 2 (Enc) 
     Purchase DC: 11 
     Hardware Requirements: Tech 
  Drone 
     Run Time: 10 minutes 
     ENC Cost: 3 
   
     This program give the runner a +10 
  bonus to one Decipher Script check. 
   
  Laser Sight 
  Utility 
     Tech Level 2 (Enc, ENT, FT) 
     Purchase DC: 12 
     Hardware Requirements: Small 
  fabricator 
     Run Time: Attack action 
     Range: Touch 
     Target: LOS ranged weapon 
     Duration: 2 hours 
     ENC Cost: 2 
   
  
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     This program builds a small laser onto 
  any line-of-sight ranged weapon.  
  Affixing the sight grants a +2 equipment 
  bonus to any attack roll made with the 
  modified weapon within two of its range 
  increments. After two hours, the sight’s 
  integrated power supply is depleted and 
  the sight will no longer function. 
     Options and Upgrades: Spending 2 
  additional ENC units increases the 
  distance over which the equipment 
  bonus granted by the sight applies to 
  any number of range increments. 
   
  Lie Detector 
  Sensor 
     Tech Level 3 (Enc) 
     Purchase DC: 11 
     Hardware Requirements: Small 
  fabricator 
     Run Time: Attack action 
     Effect: 1 lie detector device 
     Duration: A number of days equal to 
  runner level 
     ENC Cost: 5 
   
     This program creates a small 
  handheld device that monitors stress 
  levels in the voice of a living target. 
  Using the lie detector gives the runner a 
  +10 bonus to both Resist Bluff checks 
  and Sense Motive checks when 
  speaking to targets. The lie detector will 
  function for a number of days equal to 
  runner level. 
   
  Lock 
  Utility 
     Tech Level 1 (Enc, ENT, FT) 
     Purchase DC: 11 
     Hardware Requirements: Small 
  fabricator  
     Run Time: Attack action 
     Target: Object 
     Duration: Instantaneous 
     ENC Cost: 1 
   
     This program creates a simple 
  mechanical lock – either a combination 
  lock or a key lock (the program creates 
  the key as well) – for a target object. 
  Attempts to disable this lock have a DC 
  of 10 + runner level + runner’s Int 
  modifier. 
     Options and Upgrades: Spending 2 
  additional ENC units will add a chemical 
  trap causing 1d6 points acid damage to 
  the lock. The Search DC and Disable 
  Device DC are both equal to 10 + runner 
  level + runner’s Int modifier. For every 
  additional ENC unit spent, the damage 
  increases by 1d6. 
     Spending 2 additional ENC units will 
  add either an audible or a silent alarm to 
  the lock (chosen when the program is 
  run). An audible alarm has a range of 
  200 ft while a silent alarm has a range of 
  100 ft. Every additional ENC unit spent 
  adds 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 ENC 
  spent to achieve any of these options or 
  upgrades, the program’s save DC 
  increases by 1. 
   
  Mark 
  Software 
     Tech Level 1 (Enc) 
     Purchase DC: 11 
     Hardware Requirements: Tech 
  Drone 
     Run Time: Attack action 
     Duration: Instantaneous 
     ENC Cost: 1 
   
     This program prints a visible personal 
  mark on any surface and embeds a 
  moderately long message (several 
  thousand words, images, etc.) into the 
  image on a molecular level. This 
  message does not fade away over time, 
  and can be read by any Tech Drone or 
  by anyone with an optical data-reading 
  device (such as the reader created by 
  the Data Reader program).  
   
   
   
   
  
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  Mechanical Regeneration 
  Mechanics 
     Tech Level 5 (ENT) 
     Purchase DC: 15 
     Hardware Requirements: Small 
  fabricator  
     Run Time: Attack action 
     Target: Construct, machine, or object 
     Duration: 5 hours or until nanites are 
  consumed 
     ENC Cost: 9 
   
     This program creates a slug of 
  nanomachines that is sprayed onto or 
  injected into a target. The nanites will 
  repair the machine for 4 hit points per 
  round until they have repaired 20 hit 
  points + 4 hit points per runner level (at 
  which point they are fully consumed). 
  Any remaining nanites will remain 
  dormant in the target for up to 5 hours. 
  They will continue to repair the machine 
  as it takes damage during that time, until 
  they have repaired up to 20 hit points + 
  4 hit points per runner level. 
     Options and Upgrades: Spending 2 
  additional ENC units will cause the 
  nanites to repair 8 hit points per round. 
   
  Mechanical Fabrication 
  Utility 
     Tech Level 2 (Enc, ENT, FT) 
     Purchase DC:  12 
     Hardware Requirements: See below 
     Run Time: See below 
     ENC Cost: 3 
   
     When using this program in 
  conjunction with the Craft (mechanical) 
  skill, reduce the purchase DC by 2 and 
  the time spent making the check by ¼. 
  This does not grant a bonus to the skill 
  check, which must still be made as laid 
  out in the skill description. When 
  fabricating a piece of equipment, the 
  fabricator must be at least one size 
  category larger than the item being 
  created.  
   
  Mental Booster 
  Biomedical 
     Tech Level 3 (ENT) 
     Purchase DC: 13 
     Hardware Requirements: Small 
  fabricator 
     Run Time: Attack action 
     Target: Creature 
     Duration: 1 hour/runner level 
     ENC Cost: 5 
   
     This program injects into a living 
  creature a compound granting a 
  temporary chemical bonus of +4 to one 
  of the following stats: Intelligence, 
  Wisdom or Charisma (chosen by the 
  runner before the program is run). 
     Options and Upgrades: For every 2 
  additional ENC units spent, the runner 
  can choose one other mental stat to 
  receive the +4 bonus.  
   
  Messenger Drone 
  Utility 
     Tech Level 2 (Enc, ENT, FT) 
     Purchase DC:  12 
     Hardware Requirements: Small 
  fabricator 
     Run Time: Attack action 
     Effect: One messenger drone 
     Duration: 1 hour/runner level 
     ENC Cost: 3 
   
     This program creates a small flying 
  robot (with a fly speed of 80 (good)) 
  programmed to deliver an audio 
  message to a specific individual. If the 
  robot is unable to reach its target, it will 
  send the runner a failure signal and 
  disintegrate. The robot will also 
  disintegrate after successfully relaying 
  its message. The drone has a Defense 
  of 18, 10 hit points, and hardness 5. 
     Options and Upgrades: When 4 
  additional ENC units are spent, the 
  messenger robot can travel any 
  distance within a planet’s atmosphere. 
   
  Micro-fusion Cell 
  Mechanics 
     Tech Level 5 (ENT) 
     Purchase DC: 17 
     Restrictions: Black market 
  
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     Hardware Requirements: Small 
  fabricator. Io Thermal Induction Coil 
  (see below)  
     Run Time: 12 hours 
     Target: One piece of equipment that 
  requires electrical power 
     Duration: Instantaneous 
     ENC Cost: 9 
   
     This program creates a custom micro-
  fusion cell that is built permanently into 
  the object for which it has been 
  fabricated. This may require 
  disassembly of the target object. This 
  powerful energy cell is typically used on 
  weapons that use power cells as 
  ammunition or on light vehicles that run 
  on chemical fuels or electrical power. A 
  weapon using a micro-fusion cell has a 
  quadrupled ammunition capacity, but 
  cannot be reloaded. Instead, it must 
  enter a cool-down period that lasts for 
  24 hours. At the end of that time, its 
  ammunition supply is replenished. A 
  vehicle using a micro-fusion cell will run 
  for a year before it requires refueling at 
  a special station. Micro-fusion cells 
  provide enough power only for vehicles 
  of the size category Huge or smaller. 
     Micro-fusion cells run on hydrogen, 
  which has a negligible cost because 
  hydrogen can be obtained from ordinary 
  water. However, creating a micro-fusion 
  cell requires a rare and expensive 
  component called an Io Thermal 
  Induction Coil (purchase DC 30, Mil +3). 
  Without this component, a micro-fusion 
  cell is a micro-fusion bomb. Before 
  running this program, the runner must 
  somehow acquire this component, and a 
  new coil must be found every time this 
  program is run. 
     Options and Upgrades: If the runner 
  spends 25 additional ENC units and one 
  additional Io Thermal Induction Coil, he 
  can integrate an Io heat-sink into the 
  micro-fusion cell, reducing its cool-down 
  time to 12 hours. 
   
  Nanoscale Repair I 
  Mechanics 
     Tech Level 1 (ENT) 
     Purchase DC: 11 
     Hardware Requirements: Small 
  fabricator  
     Run Time: Attack action 
     Target: Object 
     Duration: Instantaneous 
     ENC Cost: 1 
   
     This program uses a fabricator’s 
  applicator to repair a machine or object 
  by rebuilding material lost to damage. 
  The target is repaired for 1d8 points of 
  damage + 1 point per runner level 
  (maximum +5). 
   
  Nanoscale Repair II 
  Mechanics 
     Tech Level 2 (ENT) 
     Purchase DC: 12 
     Hardware Requirements: Small 
  fabricator 
     Run Time: Attack action 
     Target: Object 
     Duration: Instantaneous 
     ENC Cost: 3 
   
     This program operates in the same 
  way as Nanoscale Repair I, except that 
  it repairs 2d8 points of damage + 1 point 
  per runner level (maximum +10). 
   
  Nanoscale Repair III 
  Mechanics  
     Tech Level 3 (ENT) 
     Purchase DC: 13 
     Hardware Requirements: Small 
  fabricator 
     Run Time: Attack action 
     Target: Object 
     Duration: Instantaneous 
     ENC Cost: 5 
   
     This program operates in the same 
  way as Nanoscale Repair I, except that 
  it repairs 3d8 points of damage + 1 point 
  per runner level (maximum +15). 
   
  Nanoscale Repair IV 
  Mechanics  
     Tech Level 4 (ENT) 
  
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     Purchase DC: 14 
     Hardware Requirements: Small 
  fabricator 
     Run Time: Attack action 
     Target: Object 
     Duration: Instantaneous 
     ENC Cost: 7 
   
     This program operates in the same 
  way as Nanoscale Repair I, except that 
  it repairs 4d8 points of damage + 1 point 
  per runner level (maximum +20). 
   
  Nanosurgery I 
  Biomedical 
     Tech Level 1 (ENT) 
     Purchase DC: 11 
     Hardware Requirements: Small 
  fabricator 
     Run Time: Attack action 
     Target: Creature 
     Duration: Instantaneous 
     ENC Cost: 1 
   
     This program uses a fabricator’s 
  injector to heal the wounds of a living 
  creature by rebuilding tissue at an 
  atomic level. The target is healed for 
  1d8 points of damage + 1 point / runner 
  level. (maximum +5). 
   
  Nanosurgery II 
  Biomedical 
     Tech Level 2 (ENT) 
     Purchase DC: 12 
     Hardware Requirements: Small 
  fabricator 
     Run Time: Attack action 
     Target: Creature 
     Duration: Instantaneous 
     ENC Cost: 3 
   
     This program operates in the same 
  way as Nanosurgery I, except that it 
  heals 2d8 points of damage + 1 point 
  per runner level (maximum +10). 
   
  Nanosurgery III 
  Biomedical 
     Tech Level 3 (ENT) 
     Purchase DC: 13 
     Hardware Requirements: Small 
  fabricator  
     Run Time: Attack action 
     Target: Creature 
     Duration: Instantaneous 
     ENC Cost: 5 
   
     This program operates in the same 
  way as Nanosurgery I, except that it 
  repairs 3d8 points of damage + 1 point 
  per runner level (maximum +15). 
   
  Nanosurgery IV 
  Biomedical 
     Tech Level 4 (ENT) 
     Purchase DC: 14 
     Hardware Requirements: Small 
  fabricator 
     Run Time: Attack action 
     Target: Creature 
     Duration: Instantaneous 
     ENC Cost: 7 
   
     This program operates in the same 
  way as Nanosurgery I, except that it 
  repairs 4d8 points of damage + 1 point 
  per runner level (maximum +20). 
   
  Nerve Toxin 
  Biomedical 
     Tech Level 3 (ENT) 
     Purchase DC: 15 
     Restrictions: Black market 
     Hardware Requirements: Small 
  fabricator 
     Run Time: Attack action 
     Target: Creature 
     Duration: 1d4 rounds 
     Saving Throw: Fortitude 
     ENC Cost: 5 
   
     This program creates a powerful 
  poison that attacks a target’s muscles, 
  making the target weak and clumsy. The 
  runner must succeed at a melee attack 
  to inject the poison into a living target 
  (this is considered an armed attack). 
  Upon injection, the target must make a 
  Fortitude save or receive 1d6 points of 
  temporary Strength damage. After one 
  
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  minute, the target must make a second 
  Fortitude save or receive 1d6 points of 
  temporary Dexterity damage. 
   
     Options and Upgrades: Spending 4 
  additional ENC units increases the 
  potential damage to both strength and 
  dexterity to 2d6. 
   
  Night-Vision Eye 
  Sensor 
     Tech Level 3 (Enc) 
     Purchase DC: 11 
     Hardware Requirements: Small 
  fabricator 
     Run Time: Attack action 
     Effect: 1 sensor 
     Duration: 1 hour/runner level 
     ENC Cost: 5 
   
     This program creates a remote sensor 
  that is identical to that created by the 
  Roving Eye program, except that it has 
  darkvision out to a range of 60 feet. 
   
  Nutrient Ration 
  Biomedical 
     Tech Level 1 (ENT) 
     Purchase DC: 11 
     Hardware Requirements: Small 
  fabricator  
     Run Time: Attack action 
     Effect: 1 nutrient ration 
     Duration: 1 days’ worth of nutrition 
     ENC Cost: 1 
   
     This program creates an edible 
  nutrient bar that will sustain one living 
  character for one day. The nutrient bar 
  is not a replacement for drinking water, 
  however. 
     Options and Upgrades: For every 
  additional ENC unit spent, an additional 
  nutrient bar is created. 
   
  Optical Shield 
  Biomedical 
     Tech Level 1 (ENT) 
     Purchase: 11 
     Hardware Requirements: Small 
  fabricator  
     Run Time: Attack action 
     Target: Creature (with living optics) 
     Duration: 1 day 
     ENC Cost: 1 
   
     This program provides a target with 
  temporary corneal lenses that will 
  protect a character from any blinding 
  effect. 
     Options and Upgrades: Spending 2 
  additional ENC units gives the lenses 
  the ability to provide the wearer with low 
  light vision. Spending 4 additional ENC 
  units gives the lenses the ability to 
  provide the wearer with darkvision out to 
  a range of 60 feet. 
   
  Peace Tie 
  Mechanics 
     Tech Level 1 (ENT) 
     Purchase DC: 11 
     Hardware Requirements: Small 
  fabricator 
     Run Time: Attack action 
     Target: One weapon  
     Duration: Instantaneous 
     ENC Cost: 1 
   
     This program places a physical lock 
  on a weapon, either by blocking its 
  trigger mechanism or by locking the 
  weapons into its sheath. (Weapons that 
  do not have these or similar attributes 
  cannot be peace tied.) The peace tie is 
  made of an impact-resistant polymer 
  with a hardness of 1 and 5 hit points. 
  This program also creates a key to 
  unlock the peace tie; multiple peace ties 
  can be set to the same key. Breaking a 
  peace tie releases a bright red dye 
  marking both the weapon and the 
  character who breaks the tie. The peace 
  tie functions until it is removed or 
  destroyed. 
     Peace ties are most often used in 
  enclosed communities such as space 
  stations, allowing visitors to keep their 
  weapons but limiting their ability to use 
  them. 
     Options and Upgrades: Every 2 
  additional ENC points spent add 1 to the 
  
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  peace tie’s hardness and 5 to its hit 
  points. 
   
  Pharmaceutical Fabrication 
  Utility 
     Tech Level 2 (Enc, ENT, FT) 
     Purchase DC: 12 
     Hardware Requirements: Small 
  fabricator 
     Run Time: See below 
     Duration: See below 
     ENC Cost: 3 
   
     When using this program in 
  conjunction with the Craft 
  (pharmaceutical) skill, reduce the 
  purchase DC by 2 and the time spent 
  making the check by ¼. This does not 
  grant a bonus to the skill check, which 
  must still be made as laid out in the skill 
  description. When fabricating a piece of 
  equipment, the fabricator must be at 
  least one size category larger than the 
  item being created.  
   
  Plastic Sealant 
  Mechanics 
     Tech Level 1 (ENT) 
     Purchase DC: 11 
     Hardware Requirements: Small 
  fabricator 
     Run Time: Attack action 
     Effect: Enough plastic sealant to coat 
  a surface up to 5 ft. + 5 ft./2 runner 
  levels square, applied directly to a 
  surface 
     Duration: Effective for 1 hour/runner 
  level 
     ENC Cost: 1 
   
     This program creates a plastic 
  compound that can be used to form a 
  temporary airtight seal (useful in 
  preventing air leaks in spacecraft or 
  space habitats, closing off vents, etc.).  
  After 1 hour per runner level, the 
  compound ceases to remain airtight. 
   
  Pocket Translator 
  Software 
     Tech Level 3 (Enc) 
     Purchase DC: 12 
     Hardware Requirements: Small 
  fabricator 
     Run Time: Attack action 
     Effect: 1 translator device 
     Duration: A number of days equal to 
  runner level 
     ENC Cost: 5 
   
     This program creates a small hand-
  held translator with audio input and 
  output. When running this program, the 
  runner designates two languages 
  between which the translator will 
  translate when it is active. The translator 
  can be programmed only with known 
  languages, including most languages 
  currently in use across the world. The 
  translator has enough internal power to 
  function for a number of days equal to 
  runner level. 
   
  Probability Analysis 
  Sensor 
     Tech Level 4 (Enc) 
     Purchase DC: 11 
     Hardware Requirements: Tech 
  Drone 
     Run Time: 10 minutes 
     ENC Cost: 7 
   
     This program predicts the 
  consequences of a specific action. 
  When running the program, the runner 
  must describe the action fully and enter 
  all relevant data. The program has a 
  50% chance of predicting the outcome 
  of the action accurately, plus 10% per 
  two runner levels. 
   
  Program Module 
  Utility 
     Tech Level 4 (Enc, ENT, FT) 
     Purchase DC: 12 
     Hardware Requirements: Small 
  fabricator 
     Run Time: Attack action 
     Effect: 1 program module device 
     Duration: 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 that 
  can run a single program that creates a 
  usable item. Any character can activate 
  a program module, but the module can 
  run only the program chosen when 
  Program Module was run. 
     To run Program Module, the runner 
  must spend the ENC required by the 
  program loaded into the module as well 
  as the ENC cost for Program Module 
  itself.  The program loaded into the 
  module must be in the program library of 
  the runner of Program Module.  After 1 
  day plus 1 day per runner level, the 
  program module will cease to function. 
   
  Proximity Detector 
  Sensor 
     Tech Level 1 (Enc) 
     Purchase DC: 11 
     Hardware Requirements: Small 
  fabricator 
     Run Time: Attack action 
     Effect: 1 proximity detector 
     Duration: See below 
     ENC Cost: 2 
   
     This program creates a small optical 
  sensor that can be placed in any 
  location. Deploying the sensor does not 
  require any skill check and is an attack 
  action. The sensor persists until 
  destroyed.  As long as the runner is 
  within 100 feet of the sensor, it will notify 
  him via a wireless communication relay 
  if anything passes within 20 feet of the 
  sensor.  
   
  Proximity Mine 
  Utility 
     Tech Level 2 (Enc, ENT, FT) 
     Purchase DC: 12 
     Restrictions: Mil +3 
     Hardware Requirements: Small 
  fabricator 
     Run Time: Attack action 
     Effect: 1 proximity mine that explodes 
  in a burst with a 15-ft. radius 
     Duration: See below 
     Saving Throw: Reflex 
     ENC Cost: 3 
   
     This program creates a small 
  proximity mine that, once deployed, will 
  detonate when anything Medium-size or 
  larger moves within 10 feet of the mine. 
  Deploying the mine does not require any 
  skill check and is an attack action. The 
  mine will adhere to most surfaces. The 
  mine will become active two rounds 
  after it is deployed. When it detonates, 
  the mine deals 1d8 concussive damage 
  to targets within its burst area. 
     Options and Upgrades: For every 2 
  additional ENC units spent, the damage 
  caused increases by 1d8 and the DC 
  increases by 1. 
   
  Pyro 
  Utility 
     Tech Level 3 (Enc, ENT, FT) 
     Purchase DC: 15 
     Restrictions: Black market 
     Hardware Requirements: Small 
  fabricator 
     Run Time: Attack action 
     Area or Target: Cone (area Pyro) or 
  one creature (targeted Pyro) 
     Duration: Instantaneous (area Pyro) 
  or 1 round/2 runner levels (targeted 
  Pyro) 
     Saving Throw: Reflex half 
     ENC Cost: 5 
   
     Area Pyro: This program can be used 
  to spray magnesium sparks over a 
  cone-shaped area (length equal to the 
  fabricator’s applicator range) .  Any 
  creatures in the affected area who fail a 
  Reflex save for half receive 5d6 points 
  of fire damage.  
     Targeted Pyro: Pyro can also target a 
  single creature using a ranged touch 
  attack, which when successful causes 
  5d6 points of fire damage immediately 
  and 2d6 points of fire damage for the 
  duration of the run time. 
     Options and Upgrades: Every 2 
  additional ENC units spent, add an 
  additional 3d6 to the primary damage for 
  
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  either version of the program (but not to 
  the secondary damage for a ranged 
  touch attack), and increase the save DC 
  by 1. 
   
  Reanimation Serum 
  Biomedical 
     Tech Level 5 (ENT) 
     Purchase DC: 17 
     Restrictions: Black market 
     Hardware Requirements: Small 
  fabricator  
     Run Time: Full-round action 
     Target: Recently-deceased corpse 
     Duration: 1 hour + 1 hour/2 runner 
  levels 
     Saving Throw: None 
     ENC Cost: 9 
   
     This program creates a (highly 
  unethical) serum that, when injected into 
  a recently-deceased humanoid corpse, 
  temporarily gives the target a new (false) 
  life – that is, enables it to move and 
  follow simple commands. This “zombie” 
  will obey the runner who reanimated it. 
      The zombie has the species abilities 
  that the target had before its death. The 
  zombie’s new hit die are equal to the 
  target’s base hit die + half of any class 
  levels possessed by the target before its 
  death. (All these hit die are now d12s.) 
  The zombie’s save and base attack 
  bonus are equal to those of an undead 
  of equivalent hit die as decribed in 
  Chapter Eight: Friends and Foes in the 
  d20 Modern Roleplaying Game. 
     The zombie’s Intelligence is reduced 
  to 2, and the zombie has no Constitution 
  but is immune to all massive damage 
  saves (since it no longer possesses any 
  vitals). The zombie’s Dexterity suffers a 
  –4 penalty and its Strength gains a +4 
  bonus, relative to the Dexterity and 
  Strength of the target before its death.  
     The zombie can use only simple 
  melee weapons, and has no skills or 
  special abilities. 
   
  Re-entry Shielding 
  Mechanics 
     Tech Level 5 (ENT) 
     Purchase DC: 15 
     Hardware Requirements: Small 
  fabricator; chemical kit (see below) 
     Run Time: 10 minutes 
     Target: Vehicle, starship, or creature 
  (see restrictions below) 
     Duration: 4 hours + 1 hour/runner 
  level, or until burned away 
     ENC Cost: 9 
   
     This program provides a target with a 
  temporary coating of a special heat-
  absorbing polymer that disintegrates 
  after a single re-entry, protecting the 
  target from thermal damage due to that 
  re-entry. The coating can also absorb up 
  to 100 points of conventional fire 
  damage before dissipating. If the 
  coating absorbs more than 50 points of 
  fire damage, it will no longer be capable 
  of protecting the target during re-entry. 
     A living target must be wearing a 
  space suit, powered armor, or similar 
  protective gear to avoid suffocation and 
  immobilization.  Note that an 
  unprotected living creature is not a valid 
  target for this program (which cannot 
  therefore be used as a weapon). 
     When the target is an object (such as 
  a vehicle or starship) that is of size 
  Huge or larger, the runner must use a 
  chemical kit (described in Chapter Four: 
  Equipment in the d20 Modern 
  Roleplaying Game). The entire chemical 
  kit is consumed when the program is run 
  on a single target. 
     Options and Upgrades: Every 5 
  additional ENC spent increases the 
  program’s duration by one hour 
  (maximum +10 hours). 
   
  Roving Eye 
  Sensor 
     Tech Level 2 (Enc) 
     Purchase DC: 11 
     Hardware Requirements: Small 
  fabricator 
     Run Time: Attack action 
     Effect: 1 sensor 
     Duration: 1 hour/runner level 
  
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     ENC Cost: 3 
   
     This program creates a flying remote 
  optical sensor that sends video 
  information from an area 100’ in front of 
  the sensor back to the fabricator. The 
  sensor’s movements can be controlled 
  through the fabricator’s interface as long 
  as the sensor is within 100 feet of the 
  fabricator. The sensor has a fly speed of 
  20 (poor) and 5 hit points. Due to its 
  small size, it has a Defense bonus of +2. 
  The sensor will function for one hour per 
  runner level. 
   
  Scan Disruptor 
  Software 
     Tech Level 5 (Enc) 
     Purchase DC: 15 
     Hardware Requirements: Small 
  fabricator, Tech Drone 
     Run Time: Attack action 
     Area: Burst with radius of 25 ft. + 5 
  ft./runner level 
     Duration: 10 minutes/runner level 
     Saving Throw: None 
     ENC Cost: 9 
   
     This program interferes with the 
  correct operation of any sensors that 
  attempt to scan an object within the area 
  of the program for the program’s 
  duration. The DC of any Computer Use 
  check made to operate sensors 
  targeting an object obscured by this 
  program suffers a penalty equal to 10 + 
  half the runner’s level. 
     Options and Upgrades: Every 5 
  additional ENC spent increases the 
  program’s radius by 5 feet. 
   
  Sedative 
  Biomedical 
     Tech Level 2 (ENT) 
     Purchase DC: 12 
     Hardware Requirements: Small 
  fabricator  
     Run Time: Attack action 
     Target 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 negates 
     ENC Cost: 3 
   
     Sedative Injection: This program 
  injects a sedative into a hostile living 
  target as the result of a successful a 
  melee attack (this is an armed attack). If 
  the attack hits, the target will fall asleep 
  for 1d4 rounds unless the target makes 
  a Will save to negate. 
     Sedative Cloud: This program makes 
  an area attack by launching from the 
  fabricator’s bay a small plastic pellet that 
  bursts open to release a sedative cloud 
  over the program’s area.   
     Options and Upgrades: For every 2 
  additional ENC spent, the save DC 
  increases by 1. 
   
  Sensor Sweep 
  Sensor 
     Tech Level 2 (Enc) 
     Purchase DC: 11 
     Hardware Requirements: Tech 
  Drone 
     Run Time: Attack action 
     Duration: 10 minutes 
     ENC Cost: 3 
   
     This program gives a +10 bonus to all 
  Spot and Search checks made by the 
  runner for the ten minutes directly after 
  the program is run. 
   
  Simple Duplication 
  Mechanics 
     Tech Level 2 (ENT) 
     Purchase DC: 12 
     Hardware Requirements: Small 
  fabricator 
     Run Time: Attack action 
     Target: Object 
     Duration: The duplicate persists for 1 
  minute + 1 minute/2 runner levels 
     ENC Cost: 3 
   
     This program creates a duplicate of a 
  small simple object (such as a key or a 
  
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  picture ID). The program cannot 
  duplicate any simple object that is worth 
  more than a purchase DC 14.  Once the 
  program’s duration expires, the nanites 
  making up the duplicate disaggregate. 
     Options and Upgrades: Spending 4 
  additional ENC units increases the 
  duration of the duplicates existence to 1 
  hour +1 hour/2 runner levels. 
   
  Simple Fabrication 
  Mechanics 
     Tech Level 1 (ENT) 
     Purchase DC: 11 
     Hardware Requirements: Small     
  fabricator 
     Run Time: Attack action 
     Effect: 1 simple object 
     ENC Cost: 2 
   
     This program fabricates one small 
  simple object, such as a small 
  replacement part, specified when the 
  program is run. It cannot create 
  weapons or complex objects, such as 
  blades or electronics. 
   
  Slaver Virus 
  Software 
     Tech Level 5 (Enc) 
     Purchase DC: 11 
     Restrictions: Black market 
     Hardware Requirements: Tech 
  Drone 
     Run Time: Attack action 
     Target: 1 robot 
     Duration: Indefinite 
     Saving Throw: none 
     ENC Cost: 9 
   
     This program creates a slug of nanites 
  that will override the computer brain of a 
  robotic construct, causing the robot to 
  obey all of the runner’s commands. The 
  runner’s Tech Drone must make a 
  ranged touch attack to deliver the 
  nanites. It takes the nanites 1d4 rounds 
  to override the robot, with no saving 
  throw possible. 
   
   
  Smart Cells 
  Biomedical 
     Tech Level 5 (ENT) 
     Purchase DC: 15 
     Hardware Requirements: Small 
  fabricator  
     Run Time: Attack action 
     Target: Creature 
     Duration: See below 
     ENC Cost: 9 
   
     This program creates a solution of 
  organic nanites that is injected into a 
  living creature.  The nanites will repair 
  the target for 4 hit points per round, until 
  they have repaired 20 hit points + 4 hit 
  points per runner level. As long as they 
  have not been expended, the nanites 
  will remain dormant in the target for up 
  to 5 hours. They will continue to repair 
  the target as it takes damage during that 
  time, up to 20 hit points + 4 hit points 
  per runner level. 
     Options and Upgrades: Spending 2 
  additional ENC units will cause the 
  nanites to repair 8 hit points per round. 
   
  Space Locator 
  Sensor 
     Tech Level 4 (Enc) 
     Purchase DC: 11 
     Hardware Requirements: Tech 
  Drone 
     Run Time: 10 minutes 
     Effect: 1 electronic map 
     ENC Cost: 7 
   
     This program identifies the runner‘s 
  approximate location in space, and 
  provides the runner with an electronic 
  map with directions to the nearest 
  known locations of interest, such as 
  planets, moons, and space stations. 
   
  Speed Loader 
  Mechanics 
     Tech Level 2 (ENT) 
     Purchase DC: 14 
     Restrictions: Black market 
     Hardware Requirements: Small 
  fabricator 
  
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     Run Time: 5 minutes 
     Target: Ammunition-based weapon 
     Duration: Instantaneous 
     ENC Cost: 3 
   
     This program creates a single-use 
  speed loader for a clip or box of 
  ammunition for any ranged weapon 
  Medium-size or smaller. The 
  ammunition must be loaded into the 
  speed loader and readied before use, 
  but at any time the speed loader can 
  reload a weapon as a free action.  After 
  one use, the speed loader becomes 
  non-functional. 
     Options and Upgrades: Spending 2 
  additional ENC units allows this program 
  to be used on a weapon sized Large or 
  smaller.  Spending 4 additional ENC 
  units allows the speed loader to be used 
  twice before it becomes non-functional. 
   
  Spy Scope 
  Sensor 
     Tech Level 3 (Enc) 
     Purchase DC: 11 
     Hardware Requirements: Small 
  fabricator 
     Run Time: Attack action 
     Effect: 1 spy scope 
     Duration: 1 day 
     ENC Cost: 5 
   
     This program creates a digital spy 
  scope that can be used to observe and 
  record the actions of long-range targets. 
  The scope has a range of one mile plus 
  an additional mile per three runner 
  levels, and enough power to function for 
  one day. At the end of that day, or when 
  the user deactivates the scope, the 
  scope creates a permanent data disk 
  recording of all it has observed. 
   
  Structural Fabrication 
  Utility 
     Tech Level 2 (Enc, ENT, FT) 
     Purchase DC: 12 
     Hardware Requirements: See below 
     Run Time: See below 
     ENC Cost: 3 
   
     When using this program in 
  conjunction with the Craft (structural) 
  skill, reduce the purchase DC by 2 and 
  the time spent making the check by ¼. 
  This does not grant a bonus to the skill 
  check, which must still be made as laid 
  out in the skill description. When 
  fabricating a piece of equipment, the 
  fabricator must be at least one size 
  category larger than the item being 
  created.  
   
  System Interference 
  Software 
     Tech Level 2 (Enc) 
     Purchase DC: 12 
     Hardware Requirements: Tech 
  Drone 
     Run Time: Attack action 
     Area: Robots within a cone-shaped 
  area 
     Duration: Instantaneous 
     Saving Throw: Will 
     ENC Cost: 3 
   
     This program directs the runner’s 
  Tech Drone to broadcast a cone-shaped 
  blast of electromagnetic interference 
  (length equal to the fabricator’s 
  applicator range) that disrupts robotic 
  programming. Robots in the affected 
  area with up to 1 hit die per 2 runner 
  levels (maximum 5 hit die) will become 
  stunned for 1d4 + 1 rounds. 
     Options and Upgrades: For every 2 
  additional ENC units spent, the amount 
  of time the robots remain stunned 
  increases by 1 round. For every 2 
  additional ENC units spent, the save DC 
  increases by 1. 
   
  System Wipe 
  Software 
     Tech Level 3 (Enc) 
     Purchase DC: 15 
     Restrictions: Black market 
     Hardware Requirements: Tech 
  Drone 
     Run Time: Attack action 
  
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     Area: Robots within a 15-ft.-radius 
  burst centered on the Tech Drone 
     Duration: 1 round/2 runner levels 
     Saving Throw: Will, see below 
     ENC Cost: 5 
   
     This program was designed to wipe 
  out a robot’s memory with a burst of 
  electromagnetic energy from a Tech 
  Drone; instead, it causes a robot to act 
  randomly for a period of time. Each 
  round, on the turn of an affected robot, 
  the GM rolls a percentage die to 
  determine the robot’s action, using the 
  table 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 the 
  action described in the table shuts down 
  until its next turn. A robot under the 
  influence of this program defends itself 
  normally if attacked, and in return will 
  attack its attacker during the robot’s next 
  round (instead of taking a randomly-
  determined action from the table). A 
  robot under the influence of this 
  program will not make an attack of 
  opportunity against any creature that it 
  is not attacking that round. 
     Options and Upgrades: Spending 2 
  addiitional ENC will cause this to daze 
  humanoid creatures withing the area of 
  effect unless they make a will save. 
   
  Tactical Analysis 
  Sensor 
     Tech Level 3 (Enc) 
     Purchase DC: 11 
     Restrictions: Black market 
     Hardware Requirements: Tech 
  Drone 
     Run Time: Full-round action 
     ENC Cost: 5 
   
     This program will run a tactical scan of 
  the entire area within Tech Drone 
  sensor range, then create a map of the 
  area with estimated enemy positions 
  marked. The chance of an enemies 
  position being accurate is 50% plus 10% 
  per two runner levels. Enemies in plain 
  sight of the sensor sweep are 
  automatically placed correctly. 
   
  Targeting Program 
  Software 
     Tech Level 2 (Enc) 
     Purchase DC: 12 
     Restrictions: Mil +3 
     Hardware 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 friendly 
  target nanites that travel to the target’s 
  brain and attach themselves to the 
  target’s optic nerve. Once there, the 
  nanites calculate the ballistics for 
  ranged attacks and create a heads-up 
  display of this information that is visible 
  to the target. The program grants the 
  target a +2 nanite bonus to ranged 
  attacks for its duration, after which the 
  nanites dissolve harmlessly and are 
  absorbed by the body. 
   
  Tazer 
  Utility 
     Tech Level 2 (Enc, ENT, FT) 
     Purchase DC: 12 
     Hardware Requirements: Small 
  fabricator 
     Run Time: Attack action 
     Target: One creature 
     Saving Throw: Fortitude 
     ENC Cost: 3 
   
     This program causes a fabricator to 
  behave in the same way as the weapon 
  for which the program as named, 
  creating an electrified, self-firing prong 
  
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  at a target as a ranged touch attack. If 
  the prong hits, it deals 2d6 electrical 
  damage, and the target must make a 
  Fortitude save or be stunned for 1 
  minute.  The range of the prong is 25 ft. 
  + 10 ft. per runner level. 
     Options and Upgrades: Every 2 
  additional ENC units spent increases 
  the save DC by 1. 
   
  Thermal Paint 
  Utility 
     Tech Level 2 (Enc, ENT, FT) 
     Purchase DC:  12 
     Hardware Requirements: Small 
  fabricator  
     Run Time: Attack action 
     Duration: Instantaneous 
     Saving Throw: Reflex 
     ENC Cost: 3 
   
     This program creates a compound 
  that cannot be detected by thermal 
  sensors.  A target covered in this 
  compound is likewise undetectable to 
  thermal sensors. Applying the 
  compound, which has the consistency of 
  greasepaint, is a full round action, and 
  the compound remains effective for up 
  to 24 hours. (The compound can be 
  washed off.) 
     The compound can also be sprayed 
  into a cone-shaped area within 
  applicator range. Creatures within the 
  cone must make a Ref save to avoid 
  being blinded for 1d4 + 1 rounds.  
     Running this program once creates 
  enough thermal paint either for one 
  blinding attack or to render one 
  character invisible to thermal sensors.  
   
  Thermal Scan 
  Sensor 
     Tech Level 1 (Enc) 
     Purchase DC: 11 
     Hardware Requirements: Tech 
  Drone 
     Run Time: Attack action 
     Area: 100’ Diameter around the 
  sensor. 
     Duration: 10 Minutes 
     Saving Throw: None 
     ENC Cost: 2 
   
     This program detects any heat 
  sources (such as hidden characters) 
  that are not thermally shielded, and 
  identifies their locations, sizes, and 
  shapes for the runner. 
   
  Truth Serum 
  Biomedical 
     Tech Level 4 (ENT) 
     Purchase DC: 14 
     Restrictions: Res +2 
     Hardware Requirements: Small 
  fabricator  
     Run Time: Attack action 
     Target: Humanoid creature 
     Duration: 10 minutes + 10 minutes/3 
  runner levels 
     Saving Throw: Will  
     ENC Cost: 7 
   
     This program injects into a living 
  humanoid target a solution that induces 
  the target to divulge information under 
  questioning. While the target is under 
  the influence of the truth serum, he must 
  make a Will save every time he is asked 
  a question he does not want to answer 
  in order to avoid answering the question 
  truthfully. Once the target successfully 
  resists the truth serum when asked a 
  specific question, the target receives a + 
  2 bonus to a Will save made to avoid 
  answering the same question if it is 
  asked again. Each time the target 
  makes the save for that question, he 
  receives an additional + 2 bonus for 
  saves against the same question (in 
  other words, the + 2 bonus is cumulative 
  for any particular question). 
     Options and Upgrades: For every 2 
  additional ENC units spent, the save DC 
  increases by 1. 
   
  Water Lung 
  Utility 
     Tech Level 2 (Enc, ENT, FT) 
     Purchase DC: 12 
  
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     Hardware Requirements: Small 
  fabricator  
     Run Time: Attack action 
     Target: One creature/2 runner levels 
     Duration: 4 hours + 1 hour/2 runner 
  levels 
     Saving Throw: None 
     ENC Cost: 3 
   
     This program creates nanites that 
  produce oxygen from water, and inject 
  the nanites into a target creature’s lungs, 
  Their presence allows the target to 
  breathe underwater for the duration of 
  the program. The program does not filter 
  out any form of toxins. 
     Options and Upgrades:  Every 2 
  additional ENC units spent gives the 
  program the ability to filter one toxin 
  from the water. 
   
  Water Purifier 
  Biomedical 
     Tech Level 1 (ENT) 
     Purchase DC: 11 
     Hardware Requirements: Small 
  fabricator  
     Run Time: 1 minute 
     Effect: One purifier tablet 
     Duration: Instantaneous 
     ENC Cost: 1 
   
     This program creates a small tablet 
  that destroys toxins in water.  One tablet 
  will render one gallon of water safe to 
  drink.  
     Options and Upgrades: For every 
  additional ENC unit spent, the tablet 
  created by the program will purify an 
  additional gallon of water. 
   
  Weapon Grafting 
  Mechanics 
     Tech Level 3 (ENT) 
     Purchase DC: 13 
     Hardware Requirements: Small 
  fabricator, additional described below 
     Run Time: Attack action 
     Duration: 1 hour/runner level 
     Saving Throw: None 
     ENC Cost: 5 
   
     This program grafts a melee weapon 
  to any substance, including skin. In 
  order for a weapon to be grafted to the 
  runner, the weapon must be in the 
  runner’s possession and the runner 
  must be able to wield the weapon with 
  one hand. The grafted weapon is 
  considered both a standard weapon and 
  a natural weapon for the purpose of 
  effects that distinguish between weapon 
  types. The grafted weapon grants a +1 
  competence bonus to all attack and 
  damage rolls made with that weapon.  
  Grafted weapons cannot be disarmed. 
     Options and Upgrades: Spending 2 
  additional ENC units increases the 
  critical range of the grafted weapon by 1. 
  Spending 2 additional ENC units 
  increases the damage multiplier by 1. 
   
  Weapon Trap 
  Mechanics 
     Tech Level 2 (ENT) 
     Purchase DC: 12 
     Restrictions: Res +2 
  Hardware Requirements: Small 
  fabricator, weapon 
     Run Time: 5 minutes 
     Target: Weapon 
     Duration: Instantaneous 
     Saving Throw: Fortitude for half 
     ENC Cost: 3 
   
     This program creates either an 
  electrical or a thermal trap on any 
  weapon to which the runner has access. 
  Excepting the runner or any other 
  character designated by the runner 
  when the program is run, anyone who 
  touches the weapon sets off the trap, 
  which deals 1d6 points of damage + 1 
  point of damage per 2 runner levels. A 
  character who makes a Search check 
  DC equal to 10 + runner level + the 
  runner’s Int bonus will notice the trap.  
     Options and Upgrades: For every 
  additional ENC unit spent, the Spot and 
  Save DCs each increase by 1. 
   
   
  
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  Wireless Interference 
  Software 
     Tech Level 1 (Enc) 
     Purchase DC: 11 
     Restrictions: Res +1 
     Hardware Requirements: Tech 
  Drone 
     Run Time: Attack action 
     Target: Wireless receiver 
     Duration: 1 minute + 1 minute/2 
  runner levels 
     ENC Cost: 1 
   
     This program prompts the runner’s 
  Tech Drone to scan for transmissions 
  and create interference on the 
  frequency 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 a 
  chance  fail  equal to 50% + 10% per 3 
  runner levels, and detection of any 
  wireless signal by any receiver within 
  the area of interference has the same 
  chance fail.  
  
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  Tech Programs List 
  Utilities 
  Mechanics 
  Biomedical 
  Software 
  Sensor 
  Tech Level 1 
  Binding Shot 
  Emergency Shelter 
  Air Filter 
  Data Base 
  Analyze 
  Compound 
  Caltrops 
  Fabricate Tools 
  Emergency Air 
  Encryption 
  Analyze Gear 
  Comm Laser 
  Flame Suppressant 
  Fast Bandage 
  Mark 
  Chemical Tag 
  Flotation Device 
  Graft Armor 
  Internal Fortitude 
  Wireless Interference 
  Proximity 
  Detector 
  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 Tap 
  Language 
  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 Phobia 
   
  Night-Vision 
  Eye 
  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’d 
  Utilities 
  Mechanics 
  Biomedical 
  Software 
  Sensor 
  Tech Level 4 
  Atomic Wire Trap 
  Nanoscale Repair IV 
  Nanosurgery IV 
  Control Fractal Wall II 
  Probability 
  Analysis 
  Enriched Fuel 
   
  Truth Serum 
   
  Space Locator 
  Gecko Feet 
   
   
   
   
  Program Module 
   
   
   
   
  Tech Level 5 
   
  Mechanical 
  Regeneration 
  Bio Plate 
  AI Control System 
  Bug Detector 
   
  Micro-fusion Cell 
  Reanimation Serum 
  Electronic 
  Countermeasures 
   
   
  Re-entry Shielding 
  Smart Cells 
  Scan Disruptor 
   
   
   
   
  Slaver Virus 
   
  
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  Chapter 15: Allies and Enemies 
   
  In the Dark Horizons universe, players 
  might encounter not only many of the 
  creatures, ordinaries, and heroic GM 
  characters (but not heroic alien species) 
  described in the d20 Modern 
  Roleplaying Game and in d20 Future, 
  but also some allies and enemies which 
  exist only in this setting.  These 
  creatures, heroic GM characters, and 
  heroic alien species are described 
  below. 
   
  Heroic GM characters 
   
  Berserk Cy-Gen Genomorph 
  (Tough Hero 4/Genomorph 2): CR 6; 
  Medium-size humanoid (Cy-Gen); HD 
  4d10+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 +6 
  melee (1d6+2 piercing, spike hammer), 
  or +8 melee (1d8+2 non-lethal, unarmed 
  strike), 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 Immune 
  System, Improved Brawl. 
     Talents: Second Wind, Damage 
  Reduction 1/-. 
     Special Abilities: Morph Stage 1 
  (Wall Crawler), Darkvision. 
     Species Abilities: Electrical 
  Weakness, Fast Heal, Genetic Breed, 
  Perfect Build, Superior Threshold. 
     Reputation: +1 
     Wealth Bonus: +15 
     Possessions: Ragged clothing, 
  leather jacket, Spike Hammer 
  (crysanium), Shrapnel Grenade (5d6 
  slashing, grenade weapon) x6, various 
  personal possessions. 
   
  Consortium Enforcer  
  (Fast Hero 4/Enforcer 2): CR 6; 
  Medium-size humanoid (Valence); HD 
  6d8+12; hp 54; Mas 14; Init +4; Spd 30 
  ft.; AP 41; Defense 20, touch 20, flat-
  footed 16; BAB +4; Grap +4; Atk +4 
  melee ( 1d6 bludgeoning, battle prod) or 
  +2/+2 melee (1d6 bludgeoning/1d6 
  electrical, battle prod dual wielding), or 
  +8 ranged (3d8 fire, laser sniper rifle); 
  SV Fort +3, Ref +8, Will +5; Str 10, Dex 
  19, Con 14, Int 10, Wis 14, Cha 12. 
     Occupation: Athlete (bonus feat: 
  Archaic Weapons Proficiency, bonus 
  skills: Climb, Swim).  
     Skills: Balance +12, Climb +7, Hide 
  +10, Move Silently +10, Sense Motive 
  +8. 
     Feats: Simple Weapons Proficiency, 
  Two-Weapon Fighting, Personal 
  Firearms 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, Ranged 
  Dodge.  
     Reputation: +1 
     Wealth Bonus: +10 
     Possessions: Valence Enforcer 
  uniform, laser sniper rifle, power pack x3 
  (50 laser sniper rifle rounds each), battle 
  prod, 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, Wis 
  16, Cha 10. 
     Occupation: Technician (bonus skills: 
  Computer Use, Knowledge (technology), 
  Repair).  
  
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     Skills: Computer Use +11, Craft 
  (pharmaceutical) +11, Knowledge (earth 
  and 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 Firearms 
  Proficiency, Surgery, Track. 
     Talents: Healing Knack, Healing 
  Touch 1. 
     Special Abilities: ENT Tech 1, ENT 
  Tech 2, Natural Mechanic, First Action. 
     Reputation: +2 
     Wealth Bonus: +16 
     Possessions: Jumpsuit, Micron vest 
  (electricity resistance 3/-), "Paladin" V3 
  Fabrication Gauntlet (+12 ENC), Plasma 
  Torch, Bio-annihilator, Bio-slugs (40), 
  mechanical tool kit, flashlight, various 
  personal possessions. 
     Total ENC: 25 
     Tech Programs (ENC cost): Glow 
  Paint (1), Binding Shot (1), Nanoscale 
  Repair 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, thermal 
  pike), 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, Archaic 
  Weapons Proficiency, Armor Proficiency 
  (medium), Armor Proficiency (powered), 
  Personal Firearms Proficiency, Power 
  Attack. 
     Talents: Ignore Hardness, Improved 
  Ignore Hardness. 
     Special Abilities: Second Skin, 
  Stability, Combat Trained (+1). 
     Reputation: +0 
     Wealth Bonus: +15 
     Possessions: FS Soldier uniform, 
  FPS-13X Fox Light Powered Armor, 
  Microwave Cannon, Thermal Pike, 
  microwave cell x3 (20 microwave canon 
  rounds each), field rations, basic 
  mechanical tool kit, duct tape x30, 
  various personal possessions. 
   
  Nomadic Assassin  
  (Fast Hero 5/Huntsman 1): CR 6; 
  Medium-size humanoid (Nomad); HD 
  5d8+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 +5 
  melee (2d6+2 piercing, huntspear), or 
  +6 ranged (2d6+2 piercing, huntspear); 
  SV Fort +1, Ref +6, Will +1; Str 14, Dex 
  16, 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, Armor 
  Proficiency (light), Defensive Martial 
  Arts, Elusive Target, Nomad Species 
  Weapons Proficiency, Track, Weapon 
  Finesse. 
     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: +1 
     Wealth Bonus: +15 
     Possessions: Traditional nomad tunic, 
  leather armor, Nomadic huntspear x2 
  (crysanium), standard binoculars, 
  torches x3, rope (150 ft.), tent (2-
  person), trail rations x12, various 
  personal 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), Armor 
  Proficiency (medium), Educated (earth 
  and life sciences, physical sciences), 
  Gearhead, Improved Initiative, Personal 
  Firearms Proficiency. 
     Talents: Savant (search), Exploit 
  Weakness. 
     Special Abilities: Enc Tech 1, Enc 
  Tech 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), chemical 
  kit, flashlight, various personal 
  possessions.  
     Total ENC: 24 
     Tech 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 a 
  Shar-pei and a rabbit. Bred to handle 
  the often diverse landscapes of alien 
  planets, the Billit is able to leap great 
  distances, stretching its wrinkled skin 
  between its limbs and gliding for several 
  feet. It thrives on darker planets with 
  lower gravity. 
   
  Species Traits 
     Improved Grab (Ex): To use this 
  ability, a Billit must hit an opponent of its 
  size or smaller with a slam attack. (For 
  more detail about this ability, see 
  Chapter 8: Friends and Foes in the d20 
  Modern Roleplaying Game)   
     Keen Sight (Ex): The Billit has 
  darkvision out to a range of 60 ft and 
  low-light vision. (For more detail about 
  these abilities, see Chapter 8: Friends 
  and Foes in the d20 Modern 
  Roleplaying Game) 
   
  Billit:  CR 4; Medium-size animal; HD 
  4d8 + 1; hp 19; Mas 16; Init +2; Spd 30 
  ft., 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.; SQ 
  Improved 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). 
   
  Grapine 
  The Grapine is a guard creature 
  developed with genes from a tiger and a 
  porcupine.  Its stripes of dark burnt 
  orange and black or brown provide 
  excellent camouflage in the tall grass 
  which is its preferred habitat, and its 
  razor-sharp spines, almost as hard as 
  steel, are used to devastating effect 
  against its prey . 
     The Grapine strikes from cover and 
  pounces on its prey.  It attempts to 
  grapple and to drag its prey to the 
  ground, where its spines can finish the 
  job.  Because there are many creatures 
  much easier to find and kill, the Grapine 
  does not have many natural predators, 
  so it has a tendency to overwhelm all 
  creatures indigenous to an area. 
   
  Species Traits 
     Spines: During a grapple, a Grapine 
  automatically hits with 1d4 spines, and 
  the spines do 1d4 +1 damage each.   
     Improved Grab: If a Grapine hits with 
  its bite attack, it may initiate a grapple 
  attempt (Grapple bonus +12) as a free 
  action without provoking an attack of 
  opportunity. 
     Pounce:  If a Grapine charges into 
  combat, it can make a full round attack, 
  including its rake attack. 
     Rake: If the Grapine has successfully 
  initiated a grab, it may make a rake 
  attack with its hind legs (+9 to hit).  The 
  Grapine may also make a rake attack in 
  any round during which it uses a pounce 
  maneuver.  
     Skill bonus: When hiding in tall grass, 
  the Grapine gains a bonus +5 to its Hide 
  check. 
   
  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 10 
  ft.; 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 Buffalo 
  The Rumbling Buffalo are peaceful 
  creatures – until provoked.  If a 
  Rumbling Buffalo believes itself in 
  danger, it will turn and charge rather 
  than run.  Those that do flee tend to run 
  over the threat, rather than away from it.  
  Rumbling Buffalo range in color 
  between tan and black, and have large 
  horns with very sharp points.  They are 
  found on plains and savannahs on high-
  gravity worlds. 
   
  Species Traits 
     Trample (Ex): As an attack action 
  during its turn each round, a Rumbling 
  Buffalo can run over an opponent sized 
  Medium-size or smaller, entering the 
  opponent’s fighting space to do so, and 
  dealing bludgeoning damage. 
     Powerful Charge (Ex): When a 
  creature with this special attack makes a 
  charge, its attack deals 4d6 + 7 damage 
  in addition to the normal benefits and 
  hazards of a charge, and receives a 
  bonus 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  +11 
  melee (1d8 + 7, gore); Full Atk +11 
  melee (1d8 + 7, gore); FS 10 ft. by 10 ft.; 
  Reach 10 ft.; SQ Trample, Powerful 
  Charge; 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 
   
  Irritus 
  From the depths of space they came, 
  appearing first from an abandoned 
  jumpgate orbiting Earth. No one can say 
  for sure if the Irritus are friend or foe, 
  and their silence causes uneasiness for 
  many.. The only aggression they have 
  shown was in response to an attack by 
  Federation patrols; the fight ended in the 
  destruction of the Federation forces.  
     Few have actually seen the Irritus, 
  who seem to avoid contact with other 
  species.  In fact, some do not even 
  believe in their existence, but sightings 
  of the Irritus have been reported from 
  every 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 of 
  any color in the clothing or skin of an 
  Irritus is quite distinctive.  Little else is 
  known about the Irritus: not their origin, 
  their average lifespan, or any of their 
  social or cultural traits. 
   
  Species Traits 
  Irritus share the following species traits: 
     Type: Humanoid (Irritus) 
     Size: Medium-size. Irritus have no 
  special bonuses or penalties due to their 
  size. 
     Ability Modifiers: +6 Str, + 6 Dex, +4 
  Int. Irritus are unbelievably strong and 
  agile. 
     Speed: 40 feet. 
     Hit Dice: 4d8. 
     Armor and Weapons Restrictions: 
  All Irritus are trained in light, medium 
  and heavy armor. They are also 
  proficient in all handguns, longarms, 
  heavy weapons and Irritus weapons. 
     Darkvision: An Irritus has darkvision 
  out to a range of 120 feet. Darkvision is 
  black and white only but otherwise the 
  same as normal sight, and Irritus can 
  function with no light at all. 
     Dual Nature:  At 10 hit die, an Irritus 
  can shift its body to the Void once per 
  day for 1 round per Con bonus, allowing 
  it to move unhindered by any terrain 
  during that round. This includes solid 
  objects such as stone or starship walls. 
  An Irritus also gains 50% miss chance 
  during this time and can attack while in 
  the Void. 
     Separation: Once each day, an Irritus 
  can separate the Void for the duration of 
  one round, allowing it to ignore damage 
  dealt to it during that round. 
     Skill Bonuses: Due to their years of 
  combat and intelligence training, Irritus 
  gain a +2 species bonus to Hide, Listen, 
  Move Silently, Search, and Spot checks. 
     Swifter than Sight: An Irritus can 
  step 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 per 
  day per 4 hit die. 
     Tactical Mind (Ex): By spending 1 
  action point, an Irritus can calculate its 
  opponent’s next move and shift through 
  the Void to meet it, giving it the ability to 
  react faster in any situation. This allows 
  an Irritus to re-roll initiative one time, 
  picking the better of the two rolls. 
     Void Born (Ex): The Irritus can exist 
  in the Void as we do in our own reality, 
  but an Irritus cannot exist outside the 
  Void for very long. If an Irritus does not 
  return to the Void within 24 hours of 
  leaving, it breaks down in 1d4 rounds, 
  causing 3d6 points of Void damage to 
  any non-Void creature within 5 feet. Any 
  non-Void creature caught in this Void 
  implosion must make a Reflex save DC 
  5 + damage dealt, or be sucked into the 
  Void and lost forever. 
     Bonus Feats: Irritus gain Void Leap 
  as a species feat. This feat gives an 
  Irritus NPC the ability to leap a short 
  distance (up to 100 ft) through the void 
  once per day. Doing so is a full round 
  action, and does not provoke an attack 
  of opportunity.  
     Free Language Skills: Read/Write 
  Irritus 
     Level Adjustment: +5 
  
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  Chapter 16: Adventures 
   
  The three complete adventures in this 
  chapter can be played as written, or 
  modified in any way the GM sees fit. As 
  written, they are intended to be played 
  in order. 
   
  Blood on the Pavement 
   
  The roar of combustion engines fills the 
  air, and the sleek racecars blur as they 
  careen past stands packed with 
  screaming fans. This spectacle of speed 
  and danger has not slowed in the past 
  600 years, and may continue to 
  accelerate far into the future. While 
  some might think that automotive racing 
  is passé in an age of space travel, the 
  availability of old cars combined with the 
  challenge of restoring and racing them 
  has re-fueled this classic sport. 
   
  Preparation 
  To run this adventure, the GM needs the 
  d20 Modern Roleplaying Game, d20 
  Future, and the Dark Horizons Universe 
  Campaign Setting. This adventure is 
  best suited for a party of 1st level 
  characters. 
   
  Background Info  
  Beginning in the 22nd century, a sport 
  jokingly referred to as “antiquing” swept 
  across North America, spreading from 
  there to the rest of the Federated States 
  and to many other countries. This sport 
  consists of restoring and racing motor 
  vehicles from the 21st century and 
  earlier, using only traditional machining 
  and repairing techniques to restore 
  these “antiques.” On professional 
  antique racing circuits, the use of 
  nanotechnological repair or fabrication 
  technology on racecars is strictly 
  prohibited – the process of restoring the 
  racecars is as integral to the sport as 
  the racing itself. Because 
  nanotechnological fabrication leaves 
  nanites embedded in anything built with 
  this technology, racecars can be 
  scanned for evidence of nanotech 
  tampering prior to each race. Such 
  evidence can disqualify a racer from a 
  race, and repeated offenses can ban a 
  driver from the sport. 
     The epicenter of the antique racing 
  circuit is the American Midwest, where 
  the original automotive racing industry 
  flourished during the 20th century. 
  People in this area have access to old 
  cars, racetracks, and raw ethanol that 
  can be used as fuel. (After the depletion 
  of fossil fuel supplies in the late 21st 
  century, huge farms in the Midwest 
  became a major supplier of the crops 
  that are the source of a substitute fuel. 
  There are also numerous distilleries in 
  the area (similar to oil refineries) that 
  turn the alcohol into fuel grade ethanol 
  or methanol.) Most of the restored 
  racecars use ethanol engine conversion 
  kits so that they can run on ethanol fuel. 
  Particularly wealthy racers use gasoline 
  from the era of fossil fuels or expensive 
  synthetic fuel. 
     In the decades leading up to this 
  adventure, authentic 20th-century car 
  parts have become scarce, and the use 
  of modern replica parts is restricted in 
  most official races (only 20% of a race-
  legal car can be made of replica parts). 
  Because of the scarcity of authentic 
  parts, it has become quite profitable for 
  salvage teams to venture into the 
  irradiated zones east of the Mississippi 
  river, which have become a literal 
  treasure trove of vintage cars. Until 
  recently, the cost of making these 
  irradiated car parts safe for use made 
  them practically worthless, but now that 
  antiquing has driven the cost of non-
  irradiated cars sky-high, salvage teams 
  find that the risk of recovering parts 
  pays off. 
   
  Adventure Plot Basics 
  
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  The heroes will be hired by Roderick 
  Stalworth to find a man named James 
  Kilroy (AKA Jim MacKell). Stalworth is 
  the son of an influential businessman 
  and is a famous racer along the 
  Antiquing circuit. While he is well known, 
  he is not well liked by either other racers 
  or racing fans because he is viewed as 
  a wealthy outsider. Stalworth claims that 
  Jim MacKell, a former pit crew 
  employee, has been stealing rare and 
  valuable car parts from his auto shop. 
  Before Stalworth could confront him 
  about these allegations MacKell 
  disappeared, and Stalworth wants 
  MacKell found and his vintage car parts 
  recovered. 
     The heroes will have to venture into 
  an impoverished region called Junktown 
  to track down MacKell. Members of this 
  community are shielding MacKell, so the 
  heroes will have to sneak or talk their 
  way in. When they finally do find him, 
  the heroes will discover that MacKell is 
  really an undercover reporter named 
  James Kilroy, who was investigating 
  suspicions that Stalworth is cheating 
  during his races. What he discovered is 
  even bigger: that Stalworth is involved 
  with an organized crime syndicate called 
  the Brotherhood of Elders, which has 
  been making money by trafficking in 
  counterfeit authentic vintage-car parts. 
  The parts that Kilroy has stolen (and he 
  did steal them) are counterfeit parts that 
  he intends to use as evidence to expose 
  Stalworth’s activities. 
     After making this discovery, the 
  heroes and Kilroy will be attacked by 
  agents of the Brotherhood. These 
  agents intend to silence both Kilroy and 
  anyone he has come into contact with 
  (meaning the heroes and any of the 
  locals who may be helping Kilroy) by 
  killing them. After surviving this 
  encounter, Kilroy will ask the heroes to 
  help him get the evidence he needs to 
  link Stalworth to the Brotherhood so 
  Kilroy can expose their scheme. Both 
  Kilroy and the heroes will head to 
  Stalworth’s salvage yard to recover a 
  database that catalogues all of the 
  illegal parts and outlines the 
  Brotherhood supply chain. 
   
  Site Information 
  This 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, in 
  the fictional city of New Springfield. If 
  the GM is more familiar with another 
  specific city or area along the 
  Mississippi, he should feel free to alter 
  this adventure to take place there. 
     The primary site of the adventure is 
  the fictional city New Springfield, which 
  consists of 4 separate sectors: the 
  farming sector, the corporate sector, the 
  residential sector, and Junktown. 
     This city (like most in the Midwest) is 
  surrounded by sprawling farms that 
  produce wheat or corn as a source of 
  ethanol to help feed the massive energy 
  demand of the Federated States. 
  Agriculture once provided jobs for 80% 
  of the local population, but as more and 
  more farms have become automated, 
  unemployment has increased 
  dramatically. 
     The corporate sector of New 
  Springfield is the smallest in area, and 
  consists primarily of government offices, 
  financial offices, and shopping districts. 
  The very few skyscrapers in New 
  Springfield are found in the corporate 
  sector. 
     The residential sector is only slightly 
  larger than the corporate sector, and is 
  home to the upper-class and middle-
  class citizens of New Springfield. This 
  sector is isolated from the other parts of 
  the city by extensive security measures, 
  a sad indication of the relationship 
  between the rich and the poor in this city. 
  Many of the wealthiest members of this 
  sector are the owners of the outlying 
  ethanol farms (the equivalent of today’s 
  oil tycoons). 
     The poorest sector of New Springfield, 
  commonly referred to as Junktown, is 
  also the largest part of the city proper. It 
  
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  is smaller than the surrounding farm 
  sector, but has a denser population than 
  any of the city’s other sectors. Many of 
  its occupants used to work in the nearby 
  farmlands until farm automation resulted 
  in massive layoffs. Junktown gets its 
  name from the many salvage operations 
  based there – many of Junktown’s 
  impoverished occupants are willing to 
  brave the radioactive wasteland to find 
  car parts that can be sold for money to 
  feed their families. Other Junktown 
  residents make a living working low 
  wage jobs in the corporate, residential, 
  and farming sectors.  
   
  Getting Started 
  As this is an introductory adventure, 
  your most important job as GM is to 
  draw the heroes into a life of adventure. 
  The most expedient way to do this is by 
  exploiting the crippling unemployment 
  rampant in the city of New Springfield. 
  The heroes should start the game as 
  residents of Junktown between the ages 
  of 18 and 25. One of the heroes’ main 
  desires is to make lives for themselves, 
  but there just aren’t any long-term 
  opportunities in New Springfield. If the 
  heroes want to get anywhere in life, they 
  will need to leave Earth for the outlying 
  space stations or for Mars. This costs 
  money, though, and Stalworth’s promise 
  of payment should motivate the heroes 
  to do whatever he wants. 
     For the adventure to move forward, 
  the heroes must be brought together 
  and contacted by Stalworth. The 
  Federated States local employment 
  network can take care of both of these 
  needs. When an area (like New 
  Springfield) develops a severe 
  unemployment problem, the Federated 
  States government installs an 
  automated employment allocation 
  network in that area. Employers post 
  their job openings, along with 
  requirements, onto the network, and 
  unemployed Federated States citizens 
  enter their qualifications into a database 
  on that network. The network plays 
  matchmaker, informing qualified 
  jobseekers of appropriate postings; 
  using that information, jobseekers then 
  approach potential employers on their 
  own. 
     Stalworth will use this network to find 
  the heroes, who he thinks will be smart 
  enough to find a man who stole valuable 
  parts from his auto shop but not strong 
  enough to survive a fight with the 
  Brotherhood Goons Stalworth will then 
  send to attack them. It is the intention of 
  Stalworth and his Brotherhood contacts 
  first to kill the heroes once they have 
  done Stalworth’s dirty work, and then to 
  frame the heroes for the death of the 
  man they found, (and that man for their 
  deaths) in order to cover the 
  Brotherhood’s tracks. 
   
  Encounter 1: Stalworth hires the 
  Heroes (EL 0) 
  The game should begin with the heroes 
  heading separately for the residential 
  sector of New Springfield. Each of them 
  will have been granted a day-pass by 
  the employment network to enter this 
  highly isolated sector for the purpose of 
  meeting Stalworth at his auto shop. The 
  heroes should all reach the auto shop at 
  approximately the same time. Once they 
  have all arrived, they will be greeted by 
  an attendant dressed in a white jumpsuit, 
  who will check their passes and usher 
  them inside. 
     The interior of Stalworth’s auto shop 
  will most likely have a surreal quality for 
  the heroes; they are probably 
  accustomed to garages littered with 
  parts and tools, their floors covered in oil 
  stains and their walls ringing with the 
  constant hum of power tools. Stalworth’s 
  “auto shop” is more like a showroom for 
  his eighteen priceless racecars, which 
  sit on rotating pedestals located 
  throughout the room. The floor, walls, 
  and ceiling of the shop are a pristine 
  white, with tool compartments that fold 
  seamlessly into the walls. A handful of 
  mechanics, also in pristine white 
  jumpsuits, move about the cars carrying 
  
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  tablet computers, and appear to be 
  running diagnostic programs of some 
  sort. 
     The attendant leads the heroes 
  through this area into a room that 
  appears to be an office, where Roderick 
  Stalworth is waiting. The office itself is 
  quite similar to the area outside; the 
  office furniture, like the walls, is all white, 
  and appears able to fold away into the 
  walls. The only decoration in the room is 
  a wide-screen video display designed to 
  resemble a window. Stalworth himself is 
  a tall Caucasian in his mid-thirties, with 
  short blonde hair that is beginning to 
  recede. He is dressed in a white 
  jumpsuit similar to those of his 
  mechanics, decorated only with broad 
  black stripes down the sleeves. 
     When the heroes enter the office, 
  Stalworth is standing in front of the 
  video display with his back to the door. 
  The attendant announces the heroes’ 
  arrival and hands him a printout with 
  their names and qualifications. After 
  taking a moment to read over the 
  printout, he nods in approval and the 
  attendant leaves. Stalworth presses a 
  few buttons on the nearby desk and 
  several chairs fold out from the wall, one 
  for each hero. Stalworth invites them all 
  to sit. He remains standing and begins 
  to pace back and forth on the far side of 
  his desk. 
     As he paces, Stalworth tells this story 
  to the heroes: About two months ago, 
  he hired a new mechanic who went by 
  the name Jim MacKell. The basic 
  background check the shop ran at the 
  time confirmed the man’s identity, but 
  now Stalworth highly doubts that 
  MacKell was the man’s real name. He 
  goes on to tell the heroes that three 
  days ago, MacKell stopped showing up 
  for work, and a check of their inventory 
  revealed that ten valuable computerized 
  car-control systems were missing. 
     It appears that this man stole the parts 
  and ran. While Stalworth claims that he 
  has notified the authorities about the 
  theft, he wants to hire the heroes to 
  recover the stolen property. Stalworth 
  feels that the best way for them to do 
  this is to find ”MacKell”. He gives them 
  several digital images of “MacKell” in 
  additional to the personal information 
  that “MacKell” supplied when he was 
  hired (most of which is false and not 
  particularly helpful). Stalworth also tells 
  them that the best place to start their 
  search is in Junktown, because that is 
  where “MacKell” would go if his intention 
  were to sell the parts.  
   
  Encounter 2: Hunting for James 
  Kilroy (EL 1 to 2)  
  In addition to “MacKell”’s data and 
  picture, Stalworth gives the heroes a 
  gene-scanner loaded with “MacKell”’s 
  DNA data. The gene-scanner analyzes 
  airborne particles for trace amounts of 
  DNA expelled into the air by a person’s 
  breath. Using this gene-scanner, the 
  heroes can determine whether 
  “MacKell” has been in an area recently, 
  and if so, will indicate how long ago (to 
  within 12 hours) he was there. It can 
  also positively ID “MacKell” when the 
  heroes finally find him. Unbeknownst to 
  the heroes, there is also a tracking 
  device in the scanner, with a transmitter 
  that will signal Stalworth when they 
  find ”MacKell”. 
     Finding “MacKell” will require the 
  heroes to do some legwork and to make 
  a few critical skill checks. When the 
  heroes head to Junktown and start 
  asking around at local salvage yards, 
  they will not find anyone who has 
  seen ”MacKell”, no matter how high they 
  roll on Gather Information, Diplomacy, 
  or Intimidate checks. If the heroes make 
  Search checks in conjunction with using 
  the gene-scanner, they will be able to 
  pick up his trail in Junktown. A Search 
  check of 5 or better will give the heroes 
  “MacKell”’s general location (to within a 
  500 square foot area). Heroes can take 
  10 on this check, which will take 
  approximately 5 hours. 
     Once the heroes have narrowed down 
  their search area, some local Gather 
  
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  Information checks, DC 12, will tell the 
  heroes that “MacKell” has been seen off 
  and on in the area over the past few 
  days. A more concentrated Search in 
  the area with the gene scanner, DC 10, 
  will locate a back alley where “MacKell” 
  has been sometime during the 
  preceding 12 hours. A Search check DC 
  5 in this alley will uncover an old sewer 
  entrance that appears recently-used, 
  giving the heroes their first real clue 
  about where he has been hiding out. 
     At this point the heroes will most likely 
  head down into the old abandoned 
  sewer. This sewer has not been used 
  for the past two hundred years, as most 
  current waste disposal utilizes 
  miniaturized local waste-recycling plants. 
  The heroes are no doubt grateful for this 
  fact, as it means that they are not 
  assailed by the smell of raw sewage. 
  This particular sewer dates back to the 
  20th century and is built primarily from 
  concrete. The cross section of the sewer 
  tunnels is a hemisphere with the flat 
  side down. There are no functioning 
  lights in this sewer so the heroes will 
  need their own light source. 
     There is a thick layer of dust on the 
  floor of the sewer, and if the heroes 
  have a light source they can clearly see 
  human footprints in the dust. If they 
  succeed at a Spot check DC 15, they 
  will also notice some sort of animal 
  tracks. A Knowledge (streetwise) check 
  DC 10 will tell the heroes that these 
  tracks were made by the giant mutant 
  rats that plague Junktown, and they will 
  want to be on the lookout for these 
  aggressive vermin. 
     If the heroes follow the footprints for 
  200 feet, they will find the small safe 
  house in which “MacKell” has been 
  hiding out. The trail is not too difficult to 
  follow, as most of the tunnels that 
  branch off from this path are dead ends 
  that caved in long ago. At some point 
  along the path, 2 to 4 giant rats will 
  attack the heroes, swarming out from 
  dark alcoves in response to the sounds 
  made by the heroes. 
   
   
   
   
   
  Giant Mutant Rat: CR ½; Small animal; 
  HD ½ d8; hp 2; Mas 10; Init +2; Spd 20 
  ft., climb 20 ft., swim 15 ft.; Defense 13, 
  touch 13, flat-footed 12 (+1 size, +2 
  Dex); 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 they 
  win an opposed Hide/Spot check. The 
  number of rats that attack should 
  depend on how many heroes there are, 
  and how well the heroes are equipped; 
  there should be at least one rat per 2 
  heroes, and if the heroes are well armed 
  you may want to add an additional rat or 
  two to the total number of rats. 
     After defeating these rats, the heroes 
  can continue to follow the trail 
  to ”MacKell”. Eventually they should see 
  a steady light around a corner; there 
  they will find a bricked-off sewer tunnel 
  with a door built into the brick wall. The 
  steady light is coming from under the 
  door. Behind this door is a small room 
  that “MacKell” built, and he is waiting 
  inside. 
   
  Encounter 3: “MacKell”’s Plea, 
  Stalworth’s Ploy (EL 3) 
  The first encounter with “MacKell” can 
  play out in several different ways 
  depending on the actions of the heroes. 
  Two things should happen during this 
  encounter: “MacKell” should explain the 
  true situation to the heroes, and the 
  Brotherhood’s goons (who have been 
  trailing 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 happen 
  depends on how the heroes and 
  “MacKell” first meet. 
     If the heroes are inclined to question 
  “MacKell” upon finding him, he will fill 
  them in on the true story, and the 
  subsequent attack by Stalworth’s goons 
  should convince the heroes to believe 
  him. If the heroes decide to go in 
  gunning for ”MacKell”, you should 
  immediately intercede with the goon 
  attack, and then follow that with 
  “MacKell”’s explanation of what is really 
  going on. Note that ”MacKell” must 
  survive for the story to continue. 
     As soon as he gets the chance, 
  “MacKell” will tell the heroes his real 
  name, James Kilroy, in addition to the 
  rest of his story. He is a young journalist 
  who was trying to make a name for 
  himself by doing an investigative report 
  on Stalworth, who is suspected by many 
  other racers of cheating. Once he got on 
  the inside, however, he discovered that 
  he had bitten off more than he could 
  chew. Stalworth’s racing fraud was only 
  the tip of the iceberg; Kilroy discovered 
  that Stalworth had ties to the 
  Brotherhood of Elders. The car parts 
  that Kilroy took were evidence that 
  Stalworth and his gang were machining 
  replica vintage-car parts and selling 
  them as authentic, which explains why 
  Stalworth wants them back so badly. 
  Kilroy built this small safe house in case 
  something went wrong, and he decided 
  to take the parts and hide here until he 
  thought it was safe enough to turn the 
  parts (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 of 
  Stalworth’s goons has the following 
  stats: 
   
   
   
   
   
  Brotherhood Goon (Fast Ordinary 
  1/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 +2 
  melee (1d6+2 lethal, brass knuckles), or 
  -3 ranged  (2d4, Skorpion); FS 5 ft. by 5 
  ft.; Reach 5 ft.; AL the Brotherhood; SV 
  Fort +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; class 
  skills: 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, universal 
  communicator (Unicom). 
   
     If this encounter seems either too 
  difficult or too easy, change the number 
  of goons in the fight. Note that while 
  these goons do have guns, they are not 
  proficient in their use and have a penalty 
  to their attack roll. The goons are more 
  likely to try to close in and attack with 
  their brass knuckles than to use their 
  guns. Kilroy will also assist the heroes in 
  fighting the goons, and his stats are as 
  follows: 
   
  James Kilroy (Dedicated Hero 2): CR 
  2; Medium-size human; HD 2d6+4; hp 
  16; Mas 14; Init +3; Spd 30 ft.; Defense 
  15, touch 15, flat-footed 12; BAB +1; 
  Grp +4; Atk +2 melee (1d4+1, knife), or 
  +4 ranged (2d6, Falcon .45); FS 5 ft. by 
  5 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 Firearms 
  Proficiency; class skills: Gather 
  Information, Knowledge (streetwise)).  
  
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     Skills: Gamble +6, Gather Information 
  +7, Investigate +10, Knowledge (current 
  events) +4, Knowledge (streetwise) +4, 
  Knowledge (tactics) +4, Listen +6, 
  Sense Motive +9, Spot +6, Survival +7, 
  Treat Injury +9. 
     Feats, Talents and Special Abilities: 
  Simple Weapons Proficiency, Personal 
  Firearms Proficiency, Skill Emphasis 
  (Investigate), Defensive Martial Arts, 
  Combat Throw, Elusive Target. 
     Possessions: Falcon .45, 2 clips 
  of .45 ammo (40 rounds), knife, street 
  clothes, Tangler grenade (3). 
   
  Kilroy will hang back and attack the 
  goons with his Falcon .45 pistol, falling 
  back on his knife if the goons close in on 
  him. The fighting area itself is Kilroy’s 
  sewer safe house, a room that is 40 feet 
  long, 20 feet wide, and 10 feet high. It’s 
  basically a sewer tunnel that has been 
  walled off on either end, with a door at 
  the end from which the heroes 
  approached leading back into the 
  abandoned sewer and the entrance. 
  The safe house itself has basic living 
  facilities at the far end, but otherwise is 
  mostly empty. 
     After the heroes fight the goons and 
  talk to Kilroy (or vice versa), he will 
  attempt to enlist their aid in recovering 
  data that will expose Stalworth and his 
  ties to the Brotherhood of Elders. Kilroy 
  will also inform them that Federated 
  States law enforcement has posted a 
  substantial reward for information 
  leading to the arrest of Brotherhood 
  leaders, and if Stalworth is arrested 
  there is a good chance that he will name 
  names. The promise of getting even 
  should also be alluring to the heroes. 
  This exchange leads to the next 
  encounter, when Kilroy and the heroes 
  head to the Stalworth salvage yard to 
  find incriminating evidence. 
   
   
   
  Encounter 4: Battle at the Salvage 
  Yard (EL 4) 
  In this encounter, the heroes will attempt 
  to sneak into a salvage yard that is 
  guarded by 4 guard dogs and a 
  salvaged Mobile Assault Vehicle (MAV). 
  A pit crew engineer hiding in the main 
  building in the salvage yard is controlling 
  the MAV. Keep in mind that the main 
  objective here is to find incriminating 
  evidence and escape, and that 
  defeating the MAV is not required. 
     The yard itself is 100 feet by 150 feet, 
  and is surrounded by a chain-link fence 
  that is 10 ft high. There are security 
  cameras watching the front gate. Stacks 
  of crushed cars forming a maze 
  dominate the interior of the yard. There 
  is one main building, 40 feet by 40 feet 
  in area, in which the engineer is hiding. 
  This facility is also where Stalworth has 
  been making fake parts. The MAV is 
  hidden amongst the stacks of old cars. 
     When the heroes attempt to sneak 
  into the yard, they must initially make 
  both Move Silently and Hide checks 
  opposed to the Spot and Listen checks 
  made by the guard dogs (for guard dog 
  stats, see medium-size dog in Chapter 8: 
  Friends and Foes in the d20 Modern 
  Roleplaying Game). If the heroes fail 
  these checks, the guard dogs will attack 
  them and begin barking, alerting the 
  engineer inside. 
     If the dogs begin barking, the engineer 
  will leave the building to check out the 
  commotion. If he spots the heroes he 
  will run back to the building to activate 
  the MAV, which constitutes a full round 
  action. Normally a MAV is controlled by 
  a military pilot using a Core Implant with 
  an external interface. In this case, the 
  engineer is controlling the MAV using a 
  software interface through a computer 
  inside the building. To make the MAV 
  move or attack each turn, the engineer 
  must succeed at a Computer Use check 
  DC 15, or the MAV will not be able to 
  take any actions that turn. 
   
  
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  Pit Crew Engineer (Smart Hero 1): CR 
  1; 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 +2 
  ranged (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 Abilities: 
  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 (as 
  pilot); 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 10 
  ft.; 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 the 
  heroes need is on a computer inside the 
  main building. If the heroes are able to 
  sneak into the main building, they will 
  still need to take out the engineer. Either 
  way, they will need to make a Computer 
  Use check DC 10 to find the right files 
  on the computer. Of course, they could 
  just take the computer’s whole data 
  drive, which is about the size of a credit 
  card. If they have not already taken out 
  the guard dogs, the heroes will have to 
  sneak or fight their way past them to 
  escape, but at this point the MAV is no 
  longer a threat as the engineer 
  controlling it has been neutralized. 
   
  Conclusion 
  At this point, all that is left for the heroes 
  to do is turn the evidence in to the 
  Federated States local police. The Feds 
  will launch an investigation that will 
  result in the arrests of Stalworth and half 
  a dozen high-ranking officers in the 
  Brotherhood of Elders mafia. The 
  heroes will receive reward money equal 
  to a Wealth bonus of +16, to be 
  distributed evenly among them.  Kilroy 
  will go on to write an award-winning 
  article about Stalworth’s arrest, 
  launching him towards fame and fortune. 
  The heroes have made names for 
  themselves in this adventure, and have 
  gotten on the good side of local law 
  enforcement. However, the Brotherhood 
  of Elders has only suffered a setback, 
  and may plan revenge against the 
  heroes for foiling their plans. 
   
  
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  Home on the Radioactive 
  Range 
   
  After the depletion of Earth’s fossil fuels 
  during the 21st century, crops were used 
  to make ethanol (a renewable source of 
  fuel).  As a result of the wildly increased 
  value of arable land, many wealthy 
  individuals and corporations have spent 
  the past several centuries accumulating 
  land to create the infrastructure that 
  supplies the power requirements of the 
  Earth and its outlying space stations.  
     The Friedmonts spent a generation 
  cultivating a radioactive wasteland, and 
  after several decades of hard work they 
  have turned it into productive farmland. 
  Independent power-farms such as the 
  Friedmont Ranch are a tempting prize 
  for those who are willing to seize land by 
  unscrupulous means. 
   
  Preparation 
  To run this adventure, the GM needs the 
  d20 Modern Roleplaying Game, d20 
  Future, and the Dark Horizons Universe 
  Campaign Setting. This adventure is 
  best suited for a party of 3rd level 
  characters. 
   
  Background Info 
  A generation prior to the adventure, 
  Robert and Margaret Friedmont (both 
  scientists) developed a technological 
  means of turning radioactive wasteland 
  into productive farmland. Their 
  technology, the Nano-Geiger Capture 
  System (NGCS), consists of a mass of 
  nanites equipped with Geiger-counters.  
  These nanites find radioactive atoms on 
  and in soil, capture them, and relocate 
  them to a collection center. The 
  collected radioactive mass is then sent 
  to a safe disposal site. 
     The Friedmonts believed that the 
  NGCS could be used to make the 
  irradiated east coast of North America 
  habitable again, and could see similar 
  use in terraforming planets that would 
  be otherwise uninhabitable. 
  Unfortunately, even with the NGCS, it 
  would take several decades of 
  dangerous work to clear enough land to 
  make farming worthwhile.  The 
  Friedmonts secured funding from 
  independent investors to build their first 
  NGCS collection center and buy a 
  sizable plot of irradiated land, just east 
  of the Mississippi River, where they 
  could prove the worth of their invention.. 
     20 years later, the Friedmonts had de-
  irradiated a 600-acre plot of land. That 
  was enough to sell the Federated States 
  (owners of 98% of the irradiated east 
  coast) on the value of the system.  The 
  sale netted  a substantial profit for the 
  Friedmonts and their investors. While  
  the investors, their money made,  went 
  on their way, the Friedmonts decided to 
  live on and cultivate the land they had 
  cleared. With their share of the profits, 
  they bought equipment and built the 
  structures they would need to turn their 
  land into a power-farm. For a few years 
  they hired outside help to run the farm, 
  but when their son Jimbo graduated 
  from the nearby New Springfield 
  University with a degree in agriculture 
  and ecology, he returned home to run 
  the farm. 
     The adventure takes place 
  approximately 50 years after the 
  Friedmonts bought their land and began 
  their experiment to prove the 
  effectiveness of their Nano-Geiger 
  Capture System. Robert Friedmont has 
  passed away, leaving Jimbo and 
  Margaret Friedmont in charge of the 
  ranch. Other people who live and work 
  on the ranch include Jimbo’s wife, their 
  son, and two dozen hired hands. 
     In the year leading up to the adventure, 
  vandals have been setting fire to the 
  Friedmonts’ crops and damaging their 
  farm equipment. The ranch, lying just 
  east of the Mississippi, is out of the 
  jurisdiction of the nearest detachment of 
  Federated States forces, so the 
  Friedmonts must fend for themselves. 
  They have installed an expansive 
  security system, armed themselves and 
  
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  their farmhands, and begun looking for 
  dedicated security personnel. The 
  player characters (PCs) will be hired as 
  these security personnel. 
     Unbeknownst to either the PCs or the 
  Friedmonts, the vandalism is part of a 
  scheme to get the Friedmonts to sell 
  their land for much less than its worth. 
  The culprit is a wealthy land baron of the 
  New Springfield area named William 
  Connor, who approached the 
  Friedmonts a year before the attacks, 
  seeking to buy their land. He didn’t 
  understand that to the Friedmonts, the 
  ranch wasn’t just land -- it was their 
  home. Their rejection of his offer made 
  him furious,  and he resolved to acquire 
  the Friedmont Ranch by any means 
  necessary. 
     Connors’ head of security, an 
  unscrupulous ex-military officer by the 
  name of Charles Winters, takes care of 
  Connors’ dirty work. Winters was not 
  dishonorably discharged from the 
  Federated States infantry, but he was 
  forced to resign his commission under 
  mysterious circumstances. Winters hires 
  an old military contact who fell into a life 
  of crime to lead the attacks on the 
  Friedmont Ranch. This minor crime 
  boss, Gil Armond, uses his gang to 
  harass and vandalize the ranch prior to 
  the start of the adventure. 
   
  Adventure Plot Basics 
  Gil Armond, the ex-military crime boss, 
  has used his gang members to harass 
  the Friedmont Ranch over the year 
  leading up to the adventure. During the 
  previous growing season they 
  perpetrated acts of vandalism and arson 
  against the ranch, causing substantial 
  loss to that season’s crop. With the 
  current growing season approaching, 
  the Friedmonts are concerned that they 
  might be attacked again and have 
  installed a security grid across their 
  territory. They are also seeking extra 
  manpower to defend their ranch in case 
  of an escalation of hostilities, and this is 
  where the PCs come in. 
     After being hired to help with security, 
  the PCs will spend a week or two living 
  on the ranch with the Friedmonts and 
  their other employees. At the end of this 
  time, the ranch will once again come 
  under attack by Gil Armond’s gang. This 
  time, however, the security grid will alert 
  the PCs, who must then repel the attack. 
  Gil himself will be part of the attack and 
  the PCs will glean information from him 
  (or his remains) that will set them on the 
  trail of the culprit. 
     Evidence gained during the aftermath 
  of the first attack will lead the PCs to 
  Charles Winters. Investigations into 
  Winters and his security company will 
  reveal that the company is merely a 
  front, and the PCs will have to track 
  down either Winters or his personal 
  records to find the clue that will lead 
  them to his employer, William Connor. 
  At this point the PCs must decide how 
  they want to deal with Connor: kill him, 
  abduct him, or get enough evidence to 
  have him arrested.  
   
  Site Information 
  The Friedmont Ranch proper covers 
  over 600 acres, but the Friedmonts also 
  own several square miles of the 
  surrounding territory. They have begun 
  the process of de-irradiating this territory, 
  so that it is safe to travel through even 
  though it is not yet ready for farming. 
  This buffer zone around the ranch is full 
  of old dead trees, with a more recent 
  undergrowth of tall grasses and brush. 
     The central structure on the Friedmont 
  Ranch is the main house, where the 
  Friedmont family and most of their 
  permanent farmhands live. It has rooms 
  and facilities to house up to 40 people at 
  once. While the main house is the size 
  of a mansion, it is less opulent and more 
  utilitarian (as are most of the buildings 
  on the ranch). There is also a recently-
  built guesthouse, which can house an 
  additional 20 people and also contains 
  the control center for the newly-installed 
  security grid. 
  
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     In addition to those residential 
  structures, the ranch boasts a 
  maintenance shed, three grain silos, 
  and a dock on the Mississippi river. The 
  maintenance “shed” is actually more like 
  a hangar; it is the largest and oldest 
  structure on the ranch. It has recently 
  been upgraded, and now contains 
  complete facilities for maintaining all of 
  the equipment and vehicles on the 
  ranch.  The grain silos resemble 20th 
  century silos, but contain advanced 
  nano-technological equipment to keep 
  out vermin. The dock does not see 
  much use (most people rely on aircraft 
  to cross over the river), but it does allow 
  some of the farmhands to commute to 
  the ranch using boats. 
     The remainder of the ranch consists of 
  fields of wheat and corn, both of which 
  are raw materials for the production of 
  fuel ethanol. Security sensors surround 
  both the buildings and the fields at 50 ft 
  intervals. There is a grid of sensors in 
  the fields as well; these are also placed 
  at 50 ft intervals. Each sensor has a 
  motion sensor, a standard video camera, 
  and a thermographic camera. All of the 
  security cameras feed into the security 
  center in the guesthouse. 
     If this adventure is being played as a 
  follow-up to the Blood on the Pavement 
  adventure, the GM should feel free to 
  locate this ranch across the river from 
  the city of New Springfield. This is the 
  default location of the ranch, but if this 
  adventure is being played by itself or in 
  a custom campaign the GM can place 
  the ranch anywhere on the east bank of 
  the Mississippi.  
   
  Getting Started 
  The main consideration when drawing 
  the PCs into this adventure is to get the 
  players and the Friedmonts together 
  convincingly. The Friedmonts approach 
  the hiring process with great caution; if 
  they were to simply post a job ad for the 
  security position, it could alert the 
  vandals -- at worst, a vandal might even 
  apply for the position and get access to 
  the ranch from the inside. Keep in mind 
  that neither the Friedmonts nor the PCs 
  know who is behind the attacks at this 
  point. 
     The best means of having the 
  Friedmonts hire the PCs is by referral. 
  The PCs should all be at least 3rd level 
  by the time they are playing this 
  adventure, so they should have accrued 
  some contacts in earlier adventures. 
  They may have also gained some 
  notoriety. If this adventure is being 
  played after the Blood on the Pavement 
  adventure, one of the surviving NPCs 
  from that adventure could refer the PCs 
  to 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 good 
  folks, and they are wealthy good folks. 
  The PCs are hired to stand guard during 
  the height of the growing season (about 
  one month) and will be paid a +5 Wealth 
  bonus per character at the end of that 
  time even if there is no attack (which of 
  course there will be!). In addition to this 
  bonus, they will be paid an addition +2 
  Wealth bonus per character hazard pay 
  for each altercation that takes place in 
  defense of the ranch. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Encounter 1: Meet the Friedmonts 
  (EL 0) 
  During the first encounter of this 
  adventure, the PCs will be introduced to 
  the Friedmonts and become 
  accustomed to life on the farm. There 
  are a host of NPCs to meet at the ranch, 
  including Margaret Friedmont (the 
  matriarch), Jimbo Friedmont (her son), 
  Mary Friedmont (Jimbo’s wife), Jimbo Jr. 
  (Jimbo and Mary’s son), and two dozen 
  farm hands. 
     Margaret Friedmont is 78 years old, 
  and is a Level 4 Smart Hero. 45-year-
  old Jimbo is a Level 2 Strong/Level 1 
  Smart Hero, 43-year-old Mary is a Level 
  2 Dedicated Hero, and 19-year-old 
  Junior is a Level 1 Strong Hero. The 
  farm hands are mostly Level 1 Strong 
  Ordinaries, but the GM could make 
  some unique farmhands.  
   
  Jimbo Friedmont (Strong Hero 
  2/Smart Hero 1): CR 3; Medium-size 
  human; 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 +5 
  melee (1d4+3, knife), or +3 ranged (2d8 
  S&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: Personal 
  Firearms Proficiency).  
     Skills: Craft (mechanical) +8, Craft 
  (structural) +10, Drive +6, Knowledge 
  (earth and life sciences) +7, Profession 
  +6, Repair +10. 
     Feats, Talents and Special Abilities: 
  Simple Weapons Proficiency, Brawl, 
  Builder (mechanical, structural), Surface 
  Vehicle Operation, Toughness, Extreme 
  Effort, Savant (repair).  
     Possessions: Knife, S&W M29 (.44 
  magnum revolver), .44 ammo x30, work 
  clothes, 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 5 
  ft.; Reach 5 ft.; AL none; SV Fort +3, Ref 
  +0, Will -0; AP 5; Rep +0; Str 17, Dex 
  10, 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 Abilities: 
  Simple Weapons Proficiency, Personal 
  Firearms Proficiency, Light Armor 
  Proficiency, Melee Smash. 
     Possessions: Knife, Pathfinder (.22 
  revolver), .22 ammo x18, undercover 
  vest, street clothes, Unicom PDA. 
   
  Farmhand (Strong Ordinary 1): CR 
  1/2; Medium-size human; HD 1d8+1; hp 
  5; Mas 12; Init +1; Spd 30 ft.; Defense 
  12, 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; bonus 
  skills: 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, work 
  clothes, Unicom PDA. 
   
     After making the necessary 
  arrangements with the Friedmonts to 
  take the job, the PCs will meet Jimbo for 
  the first time at a dock on the western 
  shore of the Mississippi across from the 
  
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  ranch. He will ferry them across by boat, 
  and probably make some small talk 
  along the way. Once they get across the 
  river they will be introduced to all of the 
  Friedmonts and farmhands, and will be 
  given a tour of the ranch. 
     They will each be given a room in the 
  guesthouse, and will have access to the 
  security center and armory there. The 
  armory contains most common forms of 
  weapons, ammo, and armor, and PCs 
  can attempt to requisition equipment 
  there. While staying at the ranch they 
  will get 3 meals a day and will most 
  likely keep an eye on the security grid in 
  shifts. 
     Two weeks will pass in this manner, 
  and the PCs will most likely fall into a 
  daily routine. Some of the more tech-
  savvy PCs might choose to inspect the 
  security grid and the sensor grid to 
  make sure of its effectiveness. Others 
  might choose to pass the time by getting 
  to know some of the NPCs or by using 
  their craft skills in the maintenance 
  hangar. 
   
  Encounter 2: Siege at the Ranch (EL 
  3) 
  After the first two weeks have passed 
  relatively uneventfully at the Friedmont 
  Ranch, Gil Armond and his gang attack. 
  Previously the gang had only attempted 
  to harass the ranch, in an attempt to 
  make them want to leave and thus more 
  likely to sell. This time, however, they 
  intend to do some serious damage, 
  because their previous attempts have 
  had no effect. Gil Armond is a Level 3 
  Strong Hero, and his gang members are 
  Level 2 Tough Ordinaries. 
   
  Gil Armond (Strong Hero 3): CR 3; 
  Medium-size human; HD 3d8+6; hp 18; 
  Mas 14; Init +1; Spd 30 ft.; Defense 13, 
  touch 13, flat-footed 11; BAB +3; Grap 
  +5; Atk +5 melee (1d4+2, knife), or +4 
  ranged +4 (2d8, AK-47); FS 5 ft. by 5 ft; 
  Reach 5 ft; SV Fort +4, Ref +2, Will +0; 
  AP 0; Rep +0; Str 14, Dex 12, Con 14, 
  Int 10, Wis 9, Cha 9. 
     Occupation: Criminal (bonus feat: 
  Personal Firearms Proficiency, bonus 
  skills: Forgery, Gamble).  
     Skills: Climb +7, Jump +7, Knowledge 
  (tactics) +5, Swim +5. 
     Feats, Talents and Special Abilities: 
  Simple Weapons Proficiency, Light 
  Armor Proficiency, Medium Armor 
  Proficiency, Power Attack, Sunder, 
  Ignore Hardness, Melee Smash. 
     Possessions: AK-47 (7.62mm 
  assault rifle), 7.62 ammo x60, knife, 
  Molotov Cocktail x4 (1d6 fire), 
  concealable vest (+4), street clothes. 
   
  Gang Member (Tough Ordinary 2): 
  CR 1; Medium-size human; HD 2d10+4; 
  hp 14; Mas 14; Init +0; Spd 30 ft.; 
  Defense 13, touch 12, flat-footed 13; 
  BAB +1; Grap +2; Atk +3 melee (1d6+3, 
  brass knuckles), or +1 ranged (2d6, 
  MAC 10); FS 5 ft. by 5 ft.; Reach 5 ft.; 
  SV Fort +4, Ref +0, Will -1; AP 0; Rep 
  +0; Str 12, Dex 10, Con 14, Int 8, Wis 8, 
  Cha 10. 
     Occupation: Criminal (bonus feat: 
  Personal Firearms Proficiency, bonus 
  skills: Gamble, Knowledge (streetwise)).  
     Skills: Knowledge (streetwise) +6, 
  Gamble +4. 
     Feats, Talents and Special Abilities: 
  Simple Weapons Proficiency, Brawl, 
  Advanced Firearms Proficiency, Point 
  Blank Shot.  
     Possessions: Brass knuckles, MAC 
  Ingram M10 (.45 machine pistol), .45 
  ammo x60, Molotov Cocktail x2, street 
  clothes, leather jacket. 
   
     Gil and his gang will approach the 
  ranch from the north, where they have 
  left a powerboat on the shore. They plan 
  to torch the fields with the Molotov 
  Cocktails they have brought, kill a few 
  people, and make their escape back 
  north. They don’t know that the 
  Friedmonts have installed a security grid 
  and hired the PCs. 
     The default number of gang members 
  with Gil is 5, but the GM should feel free 
  
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  to add or subtract gang members to 
  adjust the challenge to fit the PCs’ 
  abilities. The gang will most likely split 
  up, leaving a few vandals to torch the 
  fields while Gil and the remaining gang 
  members 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 shift 
  on the security center; if the PC on shift 
  is sleeping at the wheel, the alarms 
  won’t go off until the fields are burning. 
  So long as someone is at the controls, 
  the PCs will be alerted once the gang 
  gets within 25 feet of the outer sensor 
  perimeter. 
     Alarms do not blare across all the 
  fields, but they will sound inside all of 
  the buildings if the PC on watch sets 
  them off (as he should) when he spots 
  intruders in the dead of night. How the 
  PCs deal with Gil and his gang is up to 
  them, but expect most of the attackers 
  to die rather than surrender. If the PCs 
  take Gil alive they may be able to get 
  some information out of him, but they’ll 
  have much better luck extracting 
  information out of his Unicom. 
   
  Encounter 3: Aftermath of the Siege 
  (EL 1) 
  After the attack, the PCs will want to try 
  to get some information from their 
  attackers -- even the dead ones. The 
  gang members don’t know much of 
  anything, as Gil pulled all the strings. 
  About all the PCs will get out of a gang 
  member using an Intimidate check DC 
  10 is that Gil is the boss. If Gil is still 
  alive, a successful Intimidate check DC 
  15 will get Charles Winter’s name out of 
  him, but that is all he knows. If Gil is 
  dead, a successful Computer Use check 
  DC 17 will extract Winter’s name and 
  contact information from his Unicom 
  (this can be done while he is alive as 
  well, if the PCs take his stuff). 
     There is not much else to do with Gil 
  and his gang at this point, so it is just a 
  matter 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 of 
  them have been taken alive, turning 
  them in to the police is a good idea. A 
  successful Research check DC 15 will 
  reveal that they all have outstanding 
  arrest warrants, so the police will arrest 
  them even if the charges for vandalism 
  and assault don’t stick.  
   
  Encounter 4: Following the Money 
  (EL 2) 
  The next stage is to locate Charles 
  Winters, find out whether he is the 
  behind the attacks, and who he is 
  working for, if anyone. Research or 
  Gather Information checks (DC 15) will 
  tell the PCs that Winters is an 
  experienced military man, so the direct 
  approach might not be very effective. If 
  the PCs have downloaded the contact 
  information from Gil’s Unicom, they 
  have Winter’s work number, phone 
  number, and business address. Paying 
  his place of business a visit, after hours, 
  might be a good idea. 
     If the PCs want to break into Winter’s 
  office, they will need to get through 
  some security. A Disable Device check 
  DC 18 will disable the electronic lock on 
  the door to the office. A Search check 
  DC 15 will uncover some checks for 
  large amounts of money from William 
  Conner, with dates suspiciously near 
  those of the previous attacks. A 
  Computer Use check DC 18 on his 
  computer will uncover communications 
  between Winters and Connor going over 
  the details of invading the Friedmont 
  Ranch. 
     If the PCs try tracking down Winters to 
  get the info in person, they will have a 
  much more difficult time. Winters is a 
  heroic Level 2 Smart/Level 3 Strong 3 
  heroic NPC; he will be difficult to 
  intimidate or trick into revealing 
  information.  If he finds out that the PCs 
  work for the Friedmonts, he will be 
  openly hostile; he will attack them if he 
  is able, evade them, and attempt to 
  reach Conner to inform him of the new 
  
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  situation. However, tailing him to Conner 
  might not be a bad idea either. 
     The final link in the chain leads to 
  William Conner, who is a Level 4 
  Charismatic heroic NPC. At this point, if 
  the PCs have gathered enough 
  incriminating information, they can go 
  straight to the police. If they haven’t 
  found any hard evidence, approaching 
  him with a hidden recording device and 
  getting him to admit to being behind the 
  attacks might do the trick. Of course, a 
  laser to the brain will prevent Conner 
  from harassing the Friedmonts as well. 
   
  Conclusion 
  Once they have taken care of Conner, 
  the PCs have accomplished their 
  mission.  At this point they can collect 
  their fee from the Friedmonts: a wealth 
  bonus of +5, plus an additional +2 for 
  each fight they got into on behalf of the 
  Friedmonts. (The second encounter, the 
  siege, should increase the PCs’ take to 
  at least +7.) Afterwards, the PCs will 
  always be welcome at the Friedmont 
  Ranch. With Conner in jail and/or dead, 
  his land empire begins to crumble. 
  Ironically, the Friedmonts wind up 
  buying a large chunk of his land. 
  
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  Zero-G Black Jack 
   
  New Vegas: A small bubble of paradise 
  floating in the cold black waters of space; 
  a place of respite for the weary 
  spacefarer; an insulated cauldron of 
  debauchery away from the prying eyes 
  of invasive governments. The New 
  Vegas Recreational Space Station is all 
  of these things and more, and it is the 
  setting of this adventure into the Dark 
  Horizons universe. While visiting New 
  Vegas for business, pleasure, or just a 
  stop along the road, the heroes find 
  themselves trapped when the entire 
  station is put on emergency lockdown. 
  The only way to get out is to find a 
  missing courier with a secret of galactic 
  importance locked away in his brain. 
  And if the heroes want to try to net a 
  nice profit on the side, who's to complain? 
  Not the station casino, that's for sure! 
   
  Preparation 
  To run this adventure, the GM needs the 
  d20 Modern Roleplaying Game, d20 
  Future, and the Dark Horizons Universe 
  Campaign Setting. This adventure is 
  best suited for a party of 5th level 
  characters. 
   
  Background Info 
  The New Vegas Station is located along 
  a trade route of space stations that lies 
  between the orbits of Earth and Mars. 
  The dominant station on this circuit is 
  the neutral ground of Midpoint Station, a 
  colossal outpost built in the early days of 
  the terraforming of Mars. Midpoint 
  Station follows its own artificial orbit in 
  such a way that it is usually halfway 
  between Earth and Mars, allowing it to 
  serve as a refueling station and 
  evacuation route for ships traveling 
  between the two now-habitable planets. 
     As the completion of Martian 
  terraforming drew near, colonists began 
  flocking to Midpoint Station. In response 
  to potentially dangerous overpopulation, 
  the leaders of Midpoint station 
  negotiated the Midpoint Charter with the 
  Federated States and the Rising Suns. 
  Both the Eastern Confederation and the 
  Martian Consortium, along with many 
  other independent nations, later signed 
  the Midpoint Charter as well. 
     The Midpoint Charter allows any party 
  to build a space station in synchronous 
  orbit with Midpoint, and grants that party 
  sovereignty over a sector of space 
  surrounding the station and proportional 
  in volume to the size of the station's 
  population. Midpoint Station itself has 
  the authority to regulate all space 
  stations created under the Midpoint 
  Charter, but in common practice does 
  little more than keep the peace when 
  territorial disputes arise; on the whole, 
  these stations are left alone to regulate 
  themselves internally. Upon the 
  finalization of the Charter, a flood of 
  people seeking escape, profit, and 
  personal freedom took to space to carve 
  out their own little niches. By the time 
  this adventure takes place there is a ring 
  of thousands of space stations, but 
  there is room for literally hundreds of 
  thousands 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 and 
  selling goods on their journeys between 
  Earth and Mars. The main exports of 
  most space stations are electrical power 
  and unprocessed ore. Both Mars and 
  Earth are dependant on the stations of 
  the Long Road for power, as Earth has 
  depleted all of its fossil fuels and Mars 
  never had any fossils in the first place. 
  Many stations "farm" solar energy using 
  fields (measuring miles across) of solar 
  collectors in free-fall. Ships carrying 
  huge electrical storage cells trade 
  material resources for electrical power, 
  which they then sell planet-side at a 
  profit. 
     Other space stations are mining 
  operations, making forays into the 
  nearby asteroid belt for raw materials to 
  sell to the resource-starved planets and 
  
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  to other space stations. Asteroid mining 
  is a profitable business, but also a 
  dangerous one. The rise of 
  interplanetary trade has been 
  accompanied by the rise of 
  interplanetary piracy, and it is a poorly 
  kept secret that most space pirates call 
  the asteroid belt home. 
     Still other space stations have more 
  specialized industries, and the New 
  Vegas Recreational Station is a good 
  example. It serves as a rest stop for 
  weary (and often wealthy) traders and 
  as an exotic resort for Terrans and 
  Martians. It also serves as a staging 
  ground for interplanetary crime-lords 
  and black markets. 
   
  Adventure Plot Basics 
  This adventure revolves around tracking 
  down, dead or alive, a missing man who 
  is believed to be somewhere on the 
  New Vegas Station. At the outset of the 
  adventure the heroes are most likely off 
  somewhere gambling or otherwise 
  enjoying one of the many forms of 
  entertainment to be found. Feel free to 
  allow the heroes to indulge themselves, 
  if most of the players are so inclined. 
     Early in the festivities, an 
  announcement rings out in all sections 
  of the station that New Vegas is under a 
  temporary quarantine order and has 
  been locked down. The announcement 
  continues, explaining that the lockdown 
  is only a basic security procedure and 
  imploring the listeners to go about their 
  business until the quarantine is lifted. 
  The heroes soon discover that the 
  reason for the station-wide lockdown is 
  the disappearance of man who, 
  according to authorities, must not be 
  allowed to leave the station. The heroes 
  must then follow a series of clues, 
  survive a few close calls, and eventually 
  confront the missing man's abductors. 
     If the players are astute investigators, 
  or just plain lucky, they might also 
  discover that there is more going on 
  than meets the eye. The missing man is 
  in fact a courier in the employ of the 
  Rising Suns, and is carrying plans for a 
  new state-of-the-art quantum electrino 
  drive (QED). This new QED is a version 
  of the faster-than-light starship drive that 
  has been miniaturized so that it can be 
  installed in an ultra-light fighter. The 
  plans themselves are stored in a 
  specialized Core upgrade implanted 
  within the courier's brain. Two questions 
  remain: who is attempting to steal the 
  plans, and who told the thief or thieves 
  about their existence? 
   
  Site Information 
  New Vegas itself is colossal space 
  station supporting a population large 
  enough to fill a small city. There are no 
  explicit rules for space stations in any of 
  the books that this module requires. 
  However, the starship rules found 
  Chapter 7 of d20 Future provided 
  inspiration for some improvised rules 
  that sufficient for the purposes of this 
  adventure. 
     For starters, New Vegas is big, 
  measuring 4,000 feet across and 6,000 
  feet deep (use the feet across on a grid 
  when interacting with starships). The 
  station has stats similar to those of a 
  superheavy starship, with double the 
  size and a huge population capacity at 
  the cost of being unable to move out of 
  its orbit. The station’s maximum 
  capacity for visitors (passengers) is 
  8,000, with space for both a crew of 600 
  and 1,400 service employees, bringing 
  its total capacity to 10,000 individuals. 
  The station’s life support system is 
  capable of maintaining 12,000 people in 
  an emergency, and the station has an 
  artificial gravity generator that produces 
  1G for the entire station. 
     If the New Vegas Station becomes 
  involved in combat, it is always 
  flatfooted and has a flatfooted defense 
  of 2 (10 - 8 Colossal size modifier), a 
  hardness of 40, 35,000 hit points and a 
  tactical speed of 0. The station itself is 
  unarmed but boasts a complement of 25 
  Assault Fighters (described in Chapter 7 
  of d20 Future), in addition to being 
  
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  under the protection of Midpoint Station 
  and all major political factions in 
  accordance with the Midpoint Charter. 
     When viewed from space, New Vegas 
  Station bears a strong resemblance to a 
  mushroom – its central docking area 
  resembles a stalk and the domed 
  habitation center makes up the “cap”. 
  The docking area can house several 
  dozen light and ultra-light visiting 
  starships, and has facilities to dock with 
  ships of any size that are simply 
  dropping off passengers. The habitation 
  dome is separated into 3 sectors: the 
  slums, the mid-class sector and the elite 
  sector. Each sector has its own housing 
  and its own unique class of 
  entertainment.  
     The slum sector is the largest sector 
  and the closest to the docking area. The 
  slum sector was originally known as the 
  budget sector, but over time this sector 
  has filled up with those who have 
  gambled their lives away to the point 
  that they cannot even afford to book 
  passage off New Vegas. These trapped 
  people either become poorly paid 
  station employees or join local gangs 
  until they can afford to leave. Some 
  people start a new life on New Vegas in 
  this manner. The main attraction in this 
  sector is the Arena, home to some of 
  the most brutal sporting events in known 
  space, including battles in which 
  gladiators fight to the death. This sector 
  also sports a massive bazaar that is 
  home to a highly accessible black 
  market. The Knowledge (streetwise) DC 
  to find this black market is only 13. The 
  slum sector is also the location of low-
  cost housing for most of the station’s 
  employees. 
     The mid-class sector is the destination 
  for visitors who are considered “middle 
  class” by futuristic standards. This 
  middle-sized sector is home to more 
  mundane entertainments, including 
  traditional casinos, various shows, 
  movie theatres, and fine restaurants. 
  Most visitors to this sector are space 
  merchants, soldiers on shore leave, and 
  vacationing families from the planets or 
  other stations. Such visitors who are 
  staying for more than one day are 
  usually 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 just 
  plain filthy-rich are catered to in every 
  conceivable way. Passage to the elite 
  sector is restricted to those who can 
  afford a pass (purchase DC 30). 
     New Vegas Station has specific 
  security policies regarding the kinds of 
  weapons and armor allowed onto the 
  station. All armor is allowed on the 
  station, up to and including personal 
  powered armor. Melee weapons for the 
  purpose of self-defense are also 
  permitted to visitors. Pistols are allowed, 
  but must be peace-tied. A peace tie is a 
  small metallic device that prevents a 
  weapon from being fired; it has 2 hit-
  points and a hardness of 8 (for more 
  information, see Chapter 6 in this guide). 
  If a peace tie is tampered with, it sends 
  a signal to the station security center 
  that identifies the weapon’s owner and 
  indicates its current location. This signal 
  does not function outside the station. 
  Weapons such as rifles, heavy weapons, 
  grenades, and high explosives are 
  banned from the station, but may be left 
  in storage lockers that can be rented in 
  the docking area. 
   
  
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  Getting Started 
  To get the story going, find out why the 
  heroes are at New Vegas. The most 
  obvious reason for visiting is to partake 
  in the various forms of recreation and 
  entertainment the station has to offer. 
  One hero might just have finished a 
  lucrative venture, and may wish to 
  multiply his earnings with some 
  compulsive gambling in the casinos. 
  Another may have come to see (or take 
  part in) the brutal gladiatorial fights in 
  the slums section, while a third plans to 
  enjoy the high theatre found in the elite 
  section. Or the heroes might not have 
  come for entertainment at all: a hero 
  might be in New Vegas to arrange a 
  business transaction, to look for work, or 
  to make contact with black market 
  connections in the station's underworld. 
     Once you and the players establish 
  why the heroes are in New Vegas, allow 
  the heroes to explore their stories for a 
  short amount of time. Find an opportune 
  moment to interrupt and get the players’ 
  attention with the quarantine 
  announcement. How do the heroes 
  react? Who wants to escape from the 
  station? Who keeps gambling, working, 
  or minding his business? Who seeks out 
  the authorities in hopes of determining 
  what is going on? Their reactions will 
  essentially fall into two categories: 
  investigating the situation or declining to 
  investigate. A player who investigates 
  the situation will meet the station’s 
  security chief directly; a player who 
  declines to investigate will be tracked 
  down by the security chief. Keep in mind 
  that the security chief is aware of the 
  presence of each hero (who would have 
  been required to register to board the 
  station), and may know the reputation of 
  each hero. In either case, the heroes will 
  be hired by the security chief to track 
  down the missing man. 
   
   
   
   
   
  Encounter 1: Meeting with Security 
  Chief Zilas (EL 0) 
  After a brief period spent exploring the 
  station and taking in the sights, the 
  heroes hear the following 
  announcement ring out across New 
  Vegas Recreational Station: "Attention 
  all Guests and Personnel: This space 
  station is under a temporary quarantine 
  order, and will be locked down until 
  further notice. Do not be alarmed; this 
  lockdown is not a response to any form 
  of contamination, but is for security 
  purposes only. All passage on or off the 
  station is prohibited during the lockdown, 
  and occupants passing between sectors 
  will be subject to screening. Guests will 
  not be charged for their stay for the 
  duration of the lockdown. Feel free to go 
  about your business while on New 
  Vegas. We apologize for any 
  inconvenience, and thank you for your 
  co-operation.” 
     This message repeats for nearly half 
  an hour, each time in a different 
  language. What happens next depends 
  on what the heroes decide what to do. If 
  they continue to go about their business, 
  the security forces of the station will 
  eventually seek them out. If they decide 
  to investigate, the most obvious thing for 
  them to do is visit the closest security 
  station. If they decide to ask around first, 
  a Gather Information check DC 15 will 
  find out that the security forces are 
  looking for someone, and that there may 
  be a reward involved. If the heroes go to 
  a security station they will be asked to 
  wait a few minutes, and at the end of 
  that time Station Security Chief Zilas will 
  arrive and offer them the job of tracking 
  down 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 between 
  sections of the station, the security 
  screening employees will stall them long 
  enough for Zilas to arrive (less than 15 
  minutes), and if the heroes return to 
  
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  their living accommodations, Zilas will 
  be waiting for them there. 
     Security Chief Zilas is a Smart 2/Field 
  Officer 5 Heroic character. Like most 
  space station dwellers he appears to be 
  multiracial in background, with features 
  that are neither Asian nor Caucasian, 
  but are reminiscent of each. He is in his 
  late 40's, with straight black hair 
  beginning to gray; he wears his hair 
  short above his blue-gray uniform 
  jumpsuit. He receives all reports on 
  "persons of interest" who enter New 
  Vegas, and the heroes all fit that 
  description. Zilas has connections to the 
  intelligence communities of all three of 
  Earth’s major political factions; all but 
  the most restricted information that each 
  community has gathered about the 
  heroes is at his disposal. For the most 
  part, this means that he knows that the 
  heroes are capable, even if he cannot 
  fully trust them. 
     Zilas does not want to investigate 
  Sid's disappearance with his own forces 
  for two reasons. First, if guests catch 
  wind that someone is missing it may 
  cause a panic. Second, Zilas strongly 
  suspects that some of his men have 
  connections to local criminal 
  organizations that might be involved. 
  (As a side note, Zilas tolerates the local 
  crime bosses because they both keep 
  their gangs in line and run the local 
  black market – one of the unadvertised 
  attractions of the station.) 
     Zilas gives the heroes the following 
  information: that Sid “The Mollusk” Jelter, 
  a courier in the employ of the Rising 
  Suns who only recently arrived at New 
  Vegas, has gone missing. (If anyone 
  asks why he's called “The Mollusk”, it's 
  because he is slippery and spineless, 
  but has a tough shell.) Sid had been 
  carrying a peace-tied laser pistol, and 
  about an hour before the lockdown its 
  peace-tie was disabled in the slum 
  sector's bazaar. 
     The heroes’ first task is to find out if 
  Sid is alive or dead. If he is dead, they 
  must then find his remains and whoever 
  killed him. The station will be under 
  lockdown until they find him, and if they 
  take the mission and succeed, they will 
  receive a cash reward equal to a Wealth 
  bonus of +17 to be distributed among 
  the heroes. Upon accepting the mission, 
  they will be issued pictures of Sid, a 
  security force communicator, and the 
  co-ordinates of the location in the 
  bazaar where his pistol was fired. Zilas 
  also removes the peace-ties from all of 
  their weapons. 
   
  Encounter 2: Search the last known 
  location of Sid "The Mollusk" Jelter 
  (EL 1) 
  The search for Sid takes the heroes to 
  the slum sector of New Vegas. The 
  slums are the largest area in the entire 
  station, but thanks to Sid's peace-tie 
  transmitter the search area has been 
  narrowed to a single sub-sector that is 
  roughly 150 feet by 150 feet in area and 
  50 feet high. This specific sub-sector is 
  labeled B-043 (Budget Sector Forty-
  Three), but the local residents refer to 
  the area as "Slop-Mart." Visitors rarely 
  come to this area, as it is the primary 
  food market for the Station’s more 
  destitute permanent residents. 
     This area is dominated by one major 
  street lined with carts selling low-quality 
  food and household items. (The heroes 
  enter at the "south" end of the street.) 
  Many of the street vendors sell what the 
  heroes consider vermin as food, and 
  most of the other items available are of 
  little interest. Exits to adjoining sectors 
  and internal transportation can be found 
  at either end of the street. Side alleys 
  five feet in width shoot off from the main 
  street on both sides at 20-foot intervals, 
  and the buildings that define the alleys 
  and streets reach all the way up to the 
  ceiling of the slum sub-sector. These 
  blockish gray buildings are constructed 
  of a cheap polymer construction 
  material, with simple signs long 
  obscured by graffiti. They serve 
  primarily as storage for vendors, but 
  
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  some have been converted into cheap 
  housing. 
     It is early in the morning for this sector, 
  and most of the vendors are just 
  beginning to set up shop. Several small 
  groups of children are running and 
  playing. Many of these children have 
  been abandoned here, where one of the 
  buildings houses an orphanage. There 
  are a few people out and about besides 
  the vendors; most of them are older 
  ladies who gossip and look after the 
  children as they shop. The total number 
  of people out in the open is 19 street 
  vendors, 2 elderly men, 5 elderly women, 
  and 34 children for a total of 60 people. 
     In order to progress in this encounter 
  the heroes will need to make one or 
  more critical skill checks. The objective 
  here is to eventually find the remains of 
  Sid Jelter, which are located in this area. 
  Sid has been killed, and his head has 
  been removed. His headless corpse has 
  been hidden under piles of garbage in 
  the alley furthest "northeast" in this 
  sector. 
     In order to find Sid, the heroes can 
  attempt a combination of several skill 
  checks. 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 Gather 
  Information check (DC 15) with the 
  adults will uncover that some of the 
  children were excited about finding 
  something odd that morning. A Gather 
  Information or Diplomacy check (DC 17) 
  with the local orphans will uncover that 
  they found a laser pistol with depleted 
  ammo in the alley in which Sid's corpse, 
  and they will point the heroes in the 
  direction of that alley. A Search check is 
  then required to find Sid. If the heroes 
  haven't found out about the laser, the 
  DC to find Sid is 30; if they have, then 
  the DC is only 12. 
     When the heroes find Sid and 
  examine his corpse they will find that he 
  was stabbed several times before 
  decapitation. The neck wound is 
  cauterized as though he were 
  decapitated with a laser, and his own 
  laser pistol may have been used for this 
  purpose. They find both a long burn 
  mark and a fair amount of blood (from 
  the stab wounds) on the ground near 
  the corpse, making it clear that he was 
  most likely killed and decapitated right 
  there in the alley. In one of his pockets 
  they find a piece of paper on which is 
  written the address of one of the nearby 
  buildings, along with the words "side 
  door" and the question "Have you seen 
  my dog?" 
   
  Encounter 3: Encounter with Crime 
  Boss Filk (EL 2 or 5) 
  The address on the note found on Sid's 
  remains is that of a nearby warehouse 
  in sub-sector B-043, the 4th building from 
  the southern entrance on the west side 
  (across the street and 3 blocks to the 
  right from the alley with Sid's corpse). If 
  the heroes check out the side door at 
  that building, knock, and say, "Have you 
  seen my dog?" to the doorman, they will 
  be allowed peaceably into the office of 
  Filk, the local crime boss and black 
  market vendor. The phrase "Have you 
  seen my dog?" is the password that 
  grants entry, and indicates as well that 
  the speaker is interested in buying or 
  selling on the black market. 
     Filk is a mid-level drug dealer (Tough 
  Ordinary 3/Charismatic Ordinary 3) as 
  described Chapter 8 of the d20 Modern 
  Roleplaying Game, with the following 
  two alterations: first, instead of a light 
  undercover shirt he wears a micron vest; 
  second, instead of a 9mm pistol he 
  carries a binary laser (2d8 fire plus 1 
  temp Con damage, crit 19-20); note that 
  his laser is not peace-tied. He has two 
  power cells for his binary laser, each of 
  which allows him 40 shots. 
     In addition, three low-level gang 
  members guard him (Fast Ordinary 
  1/Tough Ordinary 1; for more, see 
  Chapter 8 of the d20 Modern 
  Roleplaying Game). Each of these gang 
  members carries a high-frequency 
  sword (2d6 slashing, crit 19-20) instead 
  
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  of the 9mm pistols described in the d20 
  Modern Roleplaying Game. One of 
  these gang members is the doorman. 
     If the heroes use the password to 
  enter Filk's office, they can simply talk to 
  him to get the info they need. If the 
  heroes make a Diplomacy check (DC 
  15), Filk will tell them that Sid came by 
  yesterday claiming he was interested in 
  selling some top-notch military secret, 
  but that the gang didn't believe him and 
  kicked him out. Filk will also tell the 
  heroes that his crime lieutenant, Silver, 
  snuck out just after Sid’s short visit and 
  hasn't been seen since. Filk, wanting to 
  wash his hands of the entire affair, gives 
  the heroes the location of Silver's safe 
  house. If the heroes get this information 
  by talking to Filk as described, the EL 
  for this encounter is only 2. 
     If the heroes take the kick-in-the-door 
  approach instead, Filk and his guards 
  will attack them. The office is a small 
  room, 20 feet by 30 feet, containing a 
  desk on which sits a computer, a couch 
  facing a TV, and a chair by the door. If 
  the heroes kill or knock out two or more 
  of Filk's guards, he will surrender and 
  give them the information described in 
  the previous paragraph. If the heroes kill 
  Filk, his guards will fight to the death, 
  but the heroes will be able to extract the 
  information about Silver and his location 
  from Filk's computer with a Computer 
  Use check, DC 10. Taking the combat 
  approach makes this a Level 5 
  encounter. 
   
  Encounter 4: Encounter with Silver 
  and 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's 
  safe house is in the warehouse 
  immediately to the right of the sector’s 
  southern entrance, which is where the 
  heroes will most likely start. The safe 
  house is on the top (third) floor of the 
  warehouse, and can be accessed only 
  through a door at the top of an exterior 
  staircase. 
     Inside the safe house are Silver, an 
  unknown ally of Silver, and a cold-
  storage container containing Sid's 
  severed head. The safe house is 20 feet 
  wide by 65 feet long. The back of the 
  safe house appears to be used as living 
  space; it contains two cots and a 
  makeshift cooking space. This living 
  area takes up an area of about 20 feet 
  by 20 feet.  Roughly in the middle of the 
  remaining 20-foot by 45-foot area are 5 
  plastic chairs, haphazardly arranged, 
  and a desk. The cold-storage container 
  holding Sid's head is on the desk, and 
  Silver’s unidentified ally is sitting at the 
  desk 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 will 
  attack anyone who enters the safe 
  house. 
     Silver is a mid-level criminal (Fast 
  Ordinary 3/Smart Ordinary 3) as 
  described in Chapter 8 of the d20 
  Modern Roleplaying Game, except that 
  instead of a pistol he carries a dart 
  caster with 20 poison darts (1d4 piercing 
  plus 1d2 temp Con damage, Fort save 
  DC 14 negates). Silver’s mysterious ally 
  is a genetically modified Cy-Gen sleeper 
  agent. This nameless Cy-Gen is a 
  heroic character with the following 
  characteristics:  
   
   
  Cy-Gen Sleeper (Charismatic 
  3/Swindler 2): CR 5; Medium-size 
  humanoid (Cy-Gen); HD 5d6+5; hp 26; 
  Mas 14; Init +1; Spd 30 ft.; Defense 13 
  (+1 Dex, +1 equipment bonus, +1 
  class); BAB +2; Atk +2 melee (1d4 
  piercing, crysanium boot knife), or +3 
  ranged (2d8 fire, laser pistol); FS 5 ft. by 
  5 ft.; Reach 5 ft.; AL Cy-gens; SV Fort 
  +3, Ref +5, Will +2; AP 28; Rep +2; Str 
  11, Dex 13, Con 12, Int 11, Wis 7, Cha 
  16. 
     Occupation: Criminal (bonus feat: 
  Personal Firearms Proficiency; class 
  skills: Disguise, Gamble). 
  
  Dark Horizons Universe Campaign Setting 
   
                        
   
  © 2005 Max Gaming Technologies, LLC 
  - 171 -
     Skills: Bluff +11, Diplomacy +11, 
  Disguise +12, Gamble +12, Gather 
  Information +11, Knowledge (streetwise) 
  +8, Intimidate +11. 
     Feats, Talents, and Class Features: 
  Fast-Talk, Coordinate, Cheat Fate, 
  Thousand Faces, Simple Weapons 
  Proficiency, Deceptive, Low Profile, 
  Armor Proficiency (light), Personal 
  Firearms Proficiency, Nimble. 
     Species Traits: Electrical Weakness, 
  Fast Heal, Genetic Breed, Perfect Build, 
  Superior Threshold. 
     Possessions: Crysanium boot knife, 
  laser pistol, micron vest, stolen security 
  force uniform, various gear. 
   
     If the heroes succeed at a Move 
  Silently check against Silver's Listen 
  check while approaching the safe house 
  they will have a surprise round. When 
  they first make contact, heroes who 
  succeed at a Spot check (DC 15) will 
  notice that the Cy-Gen is nearly identical 
  to Zilas, except that he has blond hair 
  and emerald-colored eyes. Once 
  combat is engaged, both Silver and his 
  Cy-Gen ally will fight to the death. 
   
  Conclusion 
  After the heroes dispatch Silver and his 
  mysterious partner, they will make the 
  gruesome discovery of Sid's head in the 
  small cold-storage container left on the 
  desk in the safe house. As this is the 
  final piece of the gory puzzle, all that is 
  left to do is contact Zilas and let him 
  know what they found, in exchange for 
  their reward. Further investigations by 
  Zilas discover that Silver's ally was a 
  Cy-Gen sleeper agent with a special gift: 
  the ability to alter his appearance by 
  changing his very bone structure at a 
  cellular level. Fortunately, this ability 
  takes nearly a day to take full effect. It 
  appears that this one was attempting to 
  disguise himself as Security Chief Zilas 
  himself, which would have enabled him 
  to walk right off the station with Sid's 
  head, no questions asked. However, 
  Zilas was not able to learn for whom this 
  mysterious Cy-Gen was working … 
  
  Dark Horizons Universe Campaign Setting 
   
                        
   
  © 2005 Max Gaming Technologies, LLC 
  - 172 -
  Open Gaming License 
   
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  The following items are hereby designated as Product 
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  trade dress, including all Max Gaming Technologies 
  Product and Product Line names, including but not 
  limited to: Dark Horizons Universe; Dark Horizons 
  Universe Campaign Setting; “If you thought man’s past 
  was dark, wait till you see his future – Dark Horizons 
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  Dark Horizons Universe Campaign Setting 
   
                        
   
  © 2005 Max Gaming Technologies, LLC 
  - 173 -
  You may use any authorized version of this License to 
  copy, modify and distribute any Open Game Content 
  originally distributed under any version of this License. 
   
  10 Copy of this License: You MUST include a copy of 
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  You Distribute. 
   
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  15 COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of 
  the Coast, Inc. 
   
  
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