TEXT: Crisis on Sol Observatory  
   
  An original adventure for the 
  Dark Horizons Universe Campaign Setting 
   
   
   
   
   
   
   
   
   
   
   
  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 
  
  Crisis on Sol Observatory 
   
   
                        
  An adventure for the Dark Horizons Universe Campaign Setting 
  © 2006 Max Gaming Technologies, LLC 
  2
  Credits 
   
   
   
   
   
   
   
  Campaign Designer 
  Richard Breyer 
   
   
   
  Editor 
  Jennifer Kohl 
   
   
   
  Artwork 
  Aaron Canaday 
   
   
   
  Managing Editor 
  Edward Gardner 
   
   
   
   
   
   
   
   
   
   
   
   
  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. 
  
  Crisis on Sol Observatory 
   
   
                        
  An adventure for the Dark Horizons Universe Campaign Setting 
  © 2006 Max Gaming Technologies, LLC 
  3
  Crisis on Sol Observatory  
   
  While it is best suited to Dark 
  Horizons Universe games, Crisis on 
  Sol Observatory can easily be 
  adapted to any d20 Future 
  campaign.  
   
  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 
  6th level characters. 
   
  Background Info 
  Crisis on Sol Observatory takes 
  place on a research space station in 
  orbit around Mercury.  Built to study 
  sunspots and solar flares, the station 
  was equipped with two high-powered 
  electromagnetic radiation-shielding 
  generators to protect it from solar 
  radiation. Unfortunately for the 
  station’s inhabitants, both of these 
  shields malfunctioned during a 
  recent and particularly severe solar 
  storm. Sol Observatory was bathed 
  in radiation that should have killed 
  the occupants, but long-range scans 
  by rescue craft shortly after the 
  storm detected lifesigns on the 
  station. The PCs are the emergency 
  response team that has been sent to 
  search for survivors, recover any 
  valuable data, and find out why the 
  shielding failed. 
   
  Adventure Plot Basics 
  The PCs reach Sol Observatory via 
  a small shuttlecraft launched from 
  their search-and-rescue base ship, 
  the Valiant, a patrol frigate in the 
  employ of Midpoint Station. After the 
  PCs disembark from their shuttle into 
  the Observatory, another violent 
  solar storm erupts on the sun’s 
  surface. The storm destroys the 
  insufficiently shielded shuttlecraft, 
  and forces the Valiant to take cover 
  behind Mercury, leaving the PCs to 
  find their own way off the station 
  before they succumb to radiation 
  poisoning. Making this task more 
  difficult is the fact that the survivors 
  of the previous storm have mutated 
  into cannibalistic ghouls… 
     In the course of escaping from the 
  Observatory, the PCs will find 
  evidence that questionable research 
  was going on at the station, including 
  what appear to be both conventional 
  and biological weapons programs. 
   
  Site Information 
  Sol Observatory is a relatively small 
  station, roughly ovoid in shape, 
  measuring approximately 200 ft. 
  wide at its widest point and 800 ft. 
  long from end to end. It is organized 
  into 4 levels: Level 1 contains a 
  docking bay and the Observatory’s 
  medical center, Level 2 (the largest 
  level) contains housing for the 
  Observatory’s staff and the 
  Observatory’s shield generators, 
  Level 3 contains the Observatory’s 
  lab and a second, malfunctioning 
  docking bay, and Level 4 contains a 
  bank of escape pods. 
     The radiation that killed many of 
  the Observatory’s inhabitants 
  fortunately left most of its systems 
  intact, so the station still has power, 
  functioning life support, and normal 
  gravity. One of the radiation shields 
  appears to be operating in a 
  diminished capacity, so the PCs are 
  being exposed to less radiation than 
  
  Crisis on Sol Observatory 
   
   
                        
  An adventure for the Dark Horizons Universe Campaign Setting 
  © 2006 Max Gaming Technologies, LLC 
  4
  were the original inhabitants. The 
  entire space station is still 
  considered highly irradiated (see 
  Chapter 4: Environments in d20 
  Future for information on dealing 
  with radiation sickness). 
   
  Getting Started   The mutants in 
  this adventure are aggressive and 
  will attempt to consume anything 
  organic, including the PCs. The 
  mutants will attack the PCs on sight. 
  The question is: how were they 
  created? Persistent PCs will discover 
  that a Tech Program created a 
  mutation-inducing virus that caused 
  the horrible mutations, and will be 
  rewarded with finding one copy each 
  of a mutation virus Tech Program 
  and an anti-virus Tech Program. 
     In addition to the mutation virus 
  and anti-virus Tech Programs, there 
  are other prototype pieces of 
  equipment that the PCs can find on 
  the station. This equipment is listed 
  in the Treasure section at the end of 
  the adventure, and the location of 
  each item is identified in the 
  appropriate section of the encounter 
  timeline. 
   
  Encounter Timeline 
  The PCs start their adventure on 
  Level 1 of the Observatory, and work 
  their way upwards to Level 4, as 
  described below. Note that the 
  encounter levels represent a 
  combination of the threat from hostile 
  mutants and the radiation 
  environmental hazard.To make sure 
  that the encounter levels are 
  appropriate to the encounters,, the 
  GM should keep careful track of the 
  passage of time in game, and 
  require periodic Fortitude saves to 
  resist radiation. 
   
  Observatory Level 1 (EL 3) 
  Three alpha mutants are lurking on 
  Level 1, as indicated on the map. 
  Two of these mutants are in the 
  medical bay, and have been eating 
  anything organic they can find, 
  including blood plasma and cloned 
  transplant organs. The third is lurking 
  by the access lift, possibly lying in 
  wait for the other two. The access lift 
  can be taken to any level on the 
  station. A food storage bay on this 
  level has already been stripped 
  clean of anything edible. If the PCs 
  make a Search check DC 18 in the 
  medical center, they will find two 
  doses of Neutrad (anti-radiation) 
  Chemicals. If they make a Search 
  check DC 25, they will also find three 
  Anti-Radiation Core Implant 
  Upgrades (described in the treasure 
  section). 
   
  Alpha Mutant (Tough Ordinary 2): 
  CR 1; Medium-size humanoid; HD 
  2d10+4; hp 14; Mas 11; Init +0; Spd 
  30 ft.; Defense 13, touch 12, flat-
  footed 13; BAB +1; Grp +2; Atk +3 
  melee (1d6+1, claws), or +1 ranged; 
  FS 5 ft. by 5 ft.; Reach 5 ft.; AL none; 
  SV Fort +4, Ref +0, Will -1; AP 0; 
  Rep +0; Str 12, Dex 10, Con 14, Int 
  8, Wis 8, Cha 10. 
     Skills: Jump +12, Intimidate +4. 
     Feats: Simple Weapons 
  Proficiency, Brawl, Improved Brawl, 
  Power Attack. 
     Mutations: Scent (-2 MP), Claws 
  (-1 MP), Leaper (-1 MP). 
     Drawbacks: Brittle Bones (+4 
  MP). 
     Possessions: Ragged jumpsuit. 
   
  Observatory Level 2 (EL 4) 
  
  Crisis on Sol Observatory 
   
   
                        
  An adventure for the Dark Horizons Universe Campaign Setting 
  © 2006 Max Gaming Technologies, LLC 
  5
  The access lift leading from Level 1 
  to Level 2 opens up to a housing 
  area, where many of the numerous 
  bunks contain the half-eaten corpses 
  of those crewmembers lucky enough 
  to die in their sleep during the 
  previous radiation storm. An alpha 
  mutant blocks the hallway leading 
  out of this room. There is also a 
  locked closet in this room, inside of 
  which is a beta mutant locked in from 
  the outside, possibly by a human 
  survivor who has since died or 
  mutated. 
   
  Beta Mutant (Tough Ordinary 3): 
  CR 1.5; Medium-size humanoid; HD 
  3d10+6; hp 21; Mas 11; Init +0; Spd 
  30 ft.; Defense 13, touch 12, flat-
  footed 13; BAB +2, Grp +3; Atk +4 
  melee (1d6+1, tail slam), or +2 
  ranged +2; FS 5 ft. by 5 ft.; Reach 5 
  ft.; AL none; SV Fort +4, Ref +1, Will 
  0; AP 0; Rep +0; Str 12, Dex 10, Con 
  14, Int 8, Wis 8, Cha 10. 
     Skills: Jump +12, Intimidate +4. 
     Feats: Simple Weapons 
  Proficiency, Brawl, Improved Brawl, 
  Power Attack, Improved Power 
  Attack. 
     Mutations: Scent (-2 MP), Tail (-1 
  MP), Thick Fur Coat (-1 MP). 
     Drawbacks: Brittle Bones (+4 
  MP). 
     Possessions: Ragged jumpsuit. 
   
     Level 2 also contains a relatively 
  empty mess hall/recreation center, 
  another housing area full of rotting 
  human remains, and two radiation 
  shielding centers. 
     The radiation center to the west is 
  operating at half power, but has two 
  beta mutants lurking near it. 
  Someone may have been attempting 
  to repair it before succumbing to 
  radiation poisoning, being killed by a 
  mutant, or becoming a mutant. If the 
  PCs make a Repair check DC 20 on 
  this shield generator, they will 
  restore full power, which will reduce 
  the Observatory’s radiation level to 
  Light. Failing this check by more 
  than 15 will break the shield, raising 
  the Observatory’s radiation level to 
  Severe. If the PCs make an 
  Intelligence check DC 20, they will 
  discover that the shield generator 
  was sabotaged by what must have 
  been a small explosive. 
     The radiation shield in the room 
  opposite is non-functional. It appears 
  that the shield itself is in is working 
  order, but whatever supplied its 
  power has been obliterated, possibly 
  also by an explosive. This shield 
  generator can be installed in the sole 
  escape pod on Level 4 to create a 
  safe escape vehicle, albeit one with 
  space for no more than 3 occupants. 
     If the PCs search the housing area 
  opposite the one they entered, a 
  successful Search check DC 15 will 
  find a reinforced footlocker, which 
  can be either unlocked with a 
  Disable Device check DC 30 or pried 
  open with a Strength check DC 25. If 
  they open the locker, they will find 
  that it contains 3 data disks. Two of 
  these disks hold Tech Programs: on 
  one is a mutation virus program, and 
  on the other is its anti-virus program. 
  The third disk is heavily encrypted, 
  and if the PCs take the time needed 
  to decrypt it, they will almost 
  certainly die of radiation poisoning in 
  the meantime. However, they might 
  realize that these Tech Programs are 
  the cause of the mutations on the 
  station. 
   
  
  Crisis on Sol Observatory 
   
   
                        
  An adventure for the Dark Horizons Universe Campaign Setting 
  © 2006 Max Gaming Technologies, LLC 
  6
  Observatory Level 3 (EL 4) 
  On this level the PCs will find the 
  main laboratory, a storage room in 
  which one beta and two alpha 
  mutants are lurking, and a 
  malfunctioning docking bay. 
     If a PC makes a Computer Use 
  check or Research check DC 20 on 
  the computers in the lab, he will 
  discover that the Observatory’s 
  scientists had been experimenting 
  with military applications of solar 
  flares. The recent severe solar 
  storms have been a direct result of 
  their project, which involved firing 
  probes with QED-derived payloads 
  into the sun’s coronasphere. 
  Research of this type is highly illegal 
  and would be of great interest to 
  Midpoint Station, which monitors and 
  regulates such activities. 
     The PCs will also find several 
  pieces of equipment under 
  development in the laboratory: a 
  Mercurian plasma sword, a solar 
  rifle, and a personal EM shield. In 
  addition, a successful Spot check 
  DC 20 will  identify a destroyed Tech 
  Drone. Examining the drone will 
  reveal that its memory core is intact, 
  and a Repair check DC 12 will allow 
  a PC to extract a memory cell 
  containing the Repair Drone Tech 
  Program. 
     A sealed airlock leads into the 
  malfunctioning docking bay on this 
  level. The outer docking bay doors 
  appear to be jammed open, leaving 
  the bay itself in vacuum. A camera 
  feed from the interior of the docking 
  bay displays on the airlock’s 
  interface, and the image shows 
  nothing physically blocking the outer 
  doors. Also visible in this image are 
  at least a dozen perfectly good 
  spacesuits hanging on the docking 
  bay’s wall. 
     If the PCs make a Computer Use 
  check DC 23 on the airlock’s 
  interface, they will manage to bypass 
  the safety protocols that are keeping 
  the outer docking bay doors from 
  closing. They can then close these 
  doors and normalize the air pressure 
  in the docking bay, granting access 
  to the spacesuits. 
     Failing this check by more than 10 
  opens the airlock doors as well, 
  sucking any adjacent character 
  failing a Reflex save DC 14 into 
  space. If the airlock is not closed 
  within 10 minutes, the entire station 
  will decompress and become 
  uninhabitable. 
     If the PCs cannot get to the 
  spacesuits from inside the 
  Observatory, they can use the 
  escape pod craft on Level 4 to fly 
  into the docking bay from the outside 
  and retrieve the spacesuits. If the 
  PCs do recover the spacesuits, they 
  will find that two of them are Sunspot 
  armor – one heavy armor version 
  and one powered armor version.  
   
  Observatory Level 4 (EL 5-7) 
  Only one three-person escape pod 
  remains in the escape pod bay on 
  Level 4; the rest were used by 
  crewmembers fleeing the station in 
  panic during the previous solar 
  storm. (Because the escape pods 
  lacked radiation shielding, their 
  occupants were all instantly killed.)  
  Unfortunately for the PCs, the boss 
  mutant has taken up residence in the 
  bay, and they will not be able to 
  access the remaining pod without 
  being attacked by the mutant. 
   
  
  Crisis on Sol Observatory 
   
   
                        
  An adventure for the Dark Horizons Universe Campaign Setting 
  © 2006 Max Gaming Technologies, LLC 
  7
  Boss Mutant (Strong Hero 6): CR 
  6; Medium-size humanoid; HD 
  6d8+12; hp 56; Mas 14; Init +1; Spd 
  30 ft.; Defense 16, touch 16, flat-
  footed 14; BAB +6/+1; Grp +8; Atk 
  +8 melee (1d6+4 piercing, acidic 
  fangs; +1d4, acid), or +6 ranged; FS 
  5 ft. by 5 ft.; Reach 5 ft.; AL none; 
  SV Fort +5, Ref +3, Will +1; AP 39; 
  Rep +0; Str 15, Dex 12, Con 14, Int 
  6, Wis 9, Cha 9. 
     Skills: Climb +4, Jump +4, Swim 
  +4. 
     Feats and Special Abilities: 
  Simple Weapons Proficiency, Light 
  Armor Proficiency, Medium Armor 
  Proficiency, Power Attack, Sunder, 
  Cleave, Great Cleave, Improved Bull 
  Rush. 
     Talents: Ignore Hardness, Melee 
  Smash, Improved Melee Smash. 
     Mutations: Scaly Armor (-3 MP), 
  Fangs (-1MP), Acidic Saliva (-1MP). 
     Drawbacks: Ability Decay (Int, +4 
  MP), Blood Hunger (+1 MP). 
     Possessions: Blood-soaked lab 
  coat. 
   
     After fighting the boss mutant, the 
  PCs can install the second radiation 
  shield from Level 2 on the remaining 
  escape pod by making a Repair 
  check DC 10. 
     If the PCs have acquired enough 
  space suits, the characters who 
  cannot fit inside the pod can don the 
  suits and tether themselves to the 
  outside of the pod while the pod 
  carries them all within the Valiant’s 
  recovery range. The field projected 
  by the radiation shield will extend 
  beyond the hull of the escape pod, 
  protecting anyone tethered outside 
  the pod from radiation. 
     If the PCs failed to get the space 
  suits, then they will either have to 
  fight each other for the three spots 
  on the pod, or wait aboard the 
  station for a slow death from 
  radiation sickness while hoping that 
  the solar storm subsides soon 
  enough to allow a rescue. 
   
  Conclusion 
  After Surviving the gauntlet that was 
  Sol Observatory, the survivors will 
  rendezvous with the Valiant. Many 
  questions still linger about the events 
  that took place on that space station, 
  including who sabotaged the 
  radiation shield generators and why 
  the scientists on the station were 
  developing weapons instead of doing 
  solar research. 
     If the PCs escaped with the 
  encrypted data disk found with the 
  two Tech Programs in the housing 
  area, they will find a few answers. 
  The encrypted files are notes 
  accidentally left behind by one of the 
  scientists. After inoculating himself, 
  he spread the mutation virus, 
  modified to turn anyone who was 
  infected into a mindless mutant. The 
  spy then sabotaged the shields; 
  during the ensuing confusion, he 
  stole a spare suit of Sunspot armor 
  and an escape pod and made off 
  with all of the station’s research files. 
  Who this person was, and who he 
  was working for, is still a mystery. 
   
  Treasure 
   
  Solar Rifle 
  One of several weapons illegally 
  developed at Sol Observatory, the 
  solar rifle fires a spherical force field 
  filled with hydrogen under high 
  pressure. Upon impact with a solid 
  object, the force field collapses in on 
  itself rapidly before dissipating, 
  
  Crisis on Sol Observatory 
   
   
                        
  An adventure for the Dark Horizons Universe Campaign Setting 
  © 2006 Max Gaming Technologies, LLC 
  8
  causing the hydrogen inside to 
  super-heat. The result depends on 
  whether the rifle is fired in a vacuum 
  or in an oxygen atmosphere. In a 
  vacuum, the super-heated hydrogen 
  expands rapidly, severely burning 
  whatever it hits, dealing 2d12 points 
  of fire damage. In an oxygen 
  atmosphere, the hydrogen violently 
  explodes, dealing 4d12 points of fire 
  and concussive damage to any 
  susceptible object within a 20-foot 
  radius, and knocking down any 
  character caught in the blast who 
  fails a Strength check DC 15. 
    The solar rifle has a five-
  chambered cylinder, each chamber 
  of which holds a single 3” x 5” round 
  of ammo. Each round contains a 
  solid chemical compound that holds 
  a large amount of hydrogen in an 
  inert state. When the rifle is fired, the 
  hydrogen is released into a chamber 
  that forms the unstable force field 
  that contains it until contact with an 
  object. 
     The main drawback of this weapon 
  is that outside of Sol Observatory, 
  ammo is unavailable and must be 
  custom-made. Five rounds of solar 
  rifle ammo can be made by following 
  the rules for crafting a single 
  complex explosive using the Craft 
  (chemical) skill found in Chapter 
  Two: Skills in d20 Modern. 
   
  Mercurian Plasma Sword 
  Built from ultra-strong and thermally 
  resistant ceramics found on the 
  surface of the planet Mercury, the 
  Mercurian plasma sword can 
  incinerate any weapon built from 
  conventional materials. This weapon 
  is crafted like a two-handed sword, 
  with a broad epee-style guard to 
  protect the wielder’s hands from 
  being melted. When the sword is 
  activated, a 5-foot long “blade” of 
  plasma-fire erupts from the hilt. On a 
  successful hit, the Mercurian plasma 
  sword deals 4d10 points of fire 
  damage. This weapon requires the 
  Archaic Weapons Proficiency feat to 
  use without a penalty. 
   
  Sunspot Armor 
  This armor comes in two versions: 
  heavy and powered. It was designed 
  to allow the wearer to survive within 
  the sun’s coronasphere. These 
  prototypes can survive within the 
  coronasphere for only a few minutes, 
  but they can withstand large 
  amounts of heat energy 
  bombardment from most non-coronal 
  sources. The key to this ability is a 
  heat absorption and discharge 
  system. 
     Sunspot armor is embedded with 
  an array of thermal conduits 
  connected to a thermal energy 
  battery. When the armor would take 
  fire damage, the fire’s heat is instead 
  absorbed into the conduits and 
  stored in the battery. The armor can 
  absorb and store up to 100 points of 
  fire damage. While the battery is still 
  capable of receiving more energy, 
  the armor’s wearer is immune to fire 
  damage. When the battery is full, the 
  armor’s wearer loses this immunity. 
     The energy stored in the battery is 
  discharged via a high-capacity laser 
  called the Sunspot laser, attached to 
  the armor’s torso for that purpose. 
  For every point of fire damage the 
  armor has absorbed, the laser can 
  deal one point of fire damage to a 
  single target with a ranged attack. 
  The armor’s wearer can choose to 
  expend as many points of fire 
  damage as he has accumulated in 
  
  Crisis on Sol Observatory 
   
   
                        
  An adventure for the Dark Horizons Universe Campaign Setting 
  © 2006 Max Gaming Technologies, LLC 
  9
  any one shot, but must declare that 
  amount before the attack roll. Use of 
  the Sunspot laser does not require a 
  proficiency. 
     In addition to its heat-absorbing 
  capabilities, Sunspot armor is a fully 
  functional spacesuit with an 
  environmental seal, 12-hour life 
  support, and maneuvering jets. The 
  jets grant a fly speed of 40 ft. in free 
  fall, +8 to Jump checks in low gravity 
  and +4 to Jump checks in normal 
  gravity. The powered armor version 
  grants +2 to Strength and has a 
  hardness of 10. 
   
  Personal EM Shield 
  The personal electromagnetic shield 
  was an attempt by scientists on Sol 
  Observatory to provide individual 
  protection from radiation exposure. 
  Unfortunately, the miniaturized field 
  generator is incapable of projecting a 
  field large enough to effectively 
  shield a Medium-size creature from 
  radiation exposure. However, with a 
  few modifications, the personal EM 
  shield can be set to deflect most 
  projectiles and energy types away 
  from a space roughly the size of a 
  humanoid torso. When worn on the 
  chest or affixed to a set of body 
  armor, the personal EM shield grants 
  a +2 Deflection bonus to defense. 
   
  Mutation Virus 
  Biomedical 
     Tech Level 3 (ENT) 
     Purchase DC: 18 
     Restrictions: Black market 
     Hardware Requirements: Small 
  fabricator 
     Run Time: 3 hours 
     Target: Living creature 
     Duration: See description 
     Saving Throw: None 
     ENC Cost: 5 
   
     The mutation virus program directs 
  the creation of an unstable mutation 
  virus that will give an infected 
  creature one random beneficial 
  mutation and one random 
  detrimental mutation. The mutations 
  take one day to manifest, and an 
  infected character will not know what 
  mutations he has until that time. If an 
  infected creature does not receive 
  the mutation anti-virus within 48 
  hours, the mutations will become 
  permanent. 
     A single creature cannot be 
  infected with multiple mutation 
  viruses at the same time; the first 
  virus present will fight off any other 
  mutation virus that enters the 
  creature’s system and will vaccinate 
  the creature, making it immune to 
  future exposures. 
     This program can be used only on 
  creatures that can have mutations 
  and that are not immune to disease. 
     Use the following table to 
  determine which mutations manifest; 
  make separate percentage rolls for 
  the beneficial and detrimental 
  mutations. 
    
  d% 
  Beneficial 
  Mutation 
  Detrimental 
  Mutation 
  01-10 Claws 
  Light sensitivity 
  11-20 Fangs 
  Pheromone 
  repulsion 
  21-30
  Energy 
  diffusion 
  Weak immune 
  system 
  31-40 Scent 
  Lethargy 
  41-50 Darkvision 
  Festering sores 
  51-60 Scaly armor 
  Frailty 
  61-70 Vexing voice Reduced speed 
  71-80 Telepathy 
  Lost arm 
  81-90 Radioactive 
  Ability decay 
  91-
  100 
  X-Ray vision Thin skin 
  
  Crisis on Sol Observatory 
   
   
                        
  An adventure for the Dark Horizons Universe Campaign Setting 
  © 2006 Max Gaming Technologies, LLC 
  10
   
     If prepared and stored for later use 
  the virus has a shelf life of 6 months.  
     Options and Upgrades: For every 
  5 additional ENC units spent,  the 
  runner can remove one mutation 
  from the table, removing the 
  possibility of manifesting that 
  mutation. (If that mutation is rolled, 
  make a re-roll.) This upgrade can be 
  used no more than 5 times per virus, 
  and can be used to remove 
  beneficial and/or detrimental 
  mutations.  
   
  Mutation Anti-Virus 
  Biomedical 
     Tech Level 3 (ENT) 
     Purchase DC: 18 
     Restrictions: Black market 
     Hardware Requirements: Small 
  fabricator 
     Run Time: 3 hours 
     Target: Living creature 
     Duration: Instantaneous 
     Saving Throw: None 
     ENC Cost: 5 
   
     This program has a very specific 
  purpose: to create a single dose of 
  anti-virus to counteract the mutation 
  virus created by the mutation virus 
  program. This anti-virus is only 
  effective if administered within 48 
  hours of exposure to the mutation 
  virus.  
     Options and Upgrades: If the 
  runner spends 5 additional ENC 
  units when running this program, the 
  dose of anti-virus produced is 
  effective against all viruses, 
  removing any viral disease effects 
  currently affecting the target, and 
  makes the target immune to virus-
  based diseases for one week. 
   
  Repair Drone 
  Utility 
     Tech Level 3 (Enc) 
     Purchase DC: 13 
     Hardware Requirements: Small 
  fabricator, Tech Drone 
     Run Time: 1 standard action 
     Target: Runner’s Tech Drone 
     Duration: 1 hour + 25 
  minutes/runner level 
     ENC Cost: 5 
   
     This program temporarily turns the 
  runner’s Tech Drone into an 
  automated repair-bot by fabricating a 
  set of repair tools usable only by the 
  drone and granting the drone 10 
  ranks in the Repair skill in addition to 
  any it ranks it already has. The 
  program also allows the drone to use 
  ENC to repair mechanical objects, 
  healing one hp for every 3 ENC 
  spent. The drone can heal an 
  amount of hp equal to the runner’s 
  level plus his Intelligence bonus per 
  round on an adjacent target 
  mechanical object. 
     The Tech Drone makes repairs as 
  a full round action under the direction 
  of its Encoder; directing the drone is 
  a free action for the Encoder. While 
  this program is active, the Tech 
  Drone is unable to run any other 
  programs. 
     Options and Upgrades: For every 
  2 additional ENC units spent, the 
  program’s duration increases by 25 
  minutes. 
   
  Anti-Radiation Core Implant 
  Upgrade 
     This upgrade helps the host 
  human cope with radiation 
  poisoning. People who work in areas 
  where they might be exposed to 
  
  Crisis on Sol Observatory 
   
   
                        
  An adventure for the Dark Horizons Universe Campaign Setting 
  © 2006 Max Gaming Technologies, LLC 
  11
  radiation almost always have an anti-
  radiation core implant upgrade. 
     Benefit: This core implant creates 
  a steady supply of nanites that seek 
  out radioactive particles in the host’s 
  body and help flush those particles 
  out of his system as waste. This 
  reduces the degree of radiation 
  exposure by one (as described in 
  Chapter Four: Environments in d20 
  Future). If the original exposure is 
  mild, its adverse effects are 
  completely negated. 
     Base Purchase DC: 18 
     Restriction: None.
   
  Weapon 
  Damage Crit. 
  Damage 
  Type 
  Range 
  Incr. 
  Rate of 
  Fire 
  Mag. 
  Size 
  Wt. 
  (lb.) 
  Purch. 
  DC 
  Rest. 
  Solar Rifle 
  (Personal 
  Firearms 
  Proficiency) 
  See 
  Text 
  20 
  See Text 60 ft. 
  Single 5 int. 
  Large 15 
  28 
  Ill (+4) 
  Mercurian 
  Plasma 
  Sword 
  (Archaic 
  Weapon 
  Proficiency) 
  4d10 
  20 
  Fire 
  - 
  - 
  - 
  Med. 
  8 
  25 
  Ill (+4) 
   
  Armor 
  Type 
  Equip. 
  Bonus 
  Nonprof. 
  Bonus 
  Max. 
  Dex 
  Bonus 
  Armor 
  Pen. 
  Speed 
  (30ft/20ft) 
  Wt. 
  (lb.) 
  Purch. 
  DC 
  Rest. 
  Sunspot 
  Heavy 
  Armor 
  Experimental 5 
  2 
  +2 
  -4 
  20 ft./10 ft. 20 
  25 
  Ill (+4) 
  Sunspot 
  Powered 
  Armor 
  Experimental 6 
  2 
  +1 
  -6 
  20 ft./10 ft. 28 
  32 
  Ill (+4) 
  
  Crisis on Sol Observatory 
   
   
                        
  An adventure for the Dark Horizons Universe Campaign Setting 
  © 2006 Max Gaming Technologies, LLC 
  12
  
  Crisis on Sol Observatory 
   
   
                        
  An adventure for the Dark Horizons Universe Campaign Setting 
  © 2006 Max Gaming Technologies, LLC 
  13
  Open Gaming License 
   
  Designation of Product Identity 
  The following items are hereby designated as Product 
  Identity in accordance with Section 1(e) of the Open 
  Gaming License, version 1.0a: Any and all Max Gaming 
  Technologies or MGT logos and identifying marks are 
  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 until you see his future – Dark Horizons 
  Universe”; all text describing any creature, Tech 
  Program, quantum electrino drive, weapon, armor, 
  cybergenetic(s), Core Implant or Core upgrade, 
  powered armor, or NPC; any elements of the Dark 
  Horizons Universe setting, including but not limited to 
  capitalized names; names of Tech Programs, 
  characters, creatures, species, non Sol-system planets, 
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  cartography, likenesses, poses, logos, and graphic 
  designs, except such elements that already appear in 
  the d20 System Reference Document and are already 
  OGC by virtue of appearing there.  The above Product 
  Identity is not Open Game Content. 
   
  OPEN GAME LICENSE Version 1.0a 
   
  The following text is the property of Wizards of the 
  Coast, Inc. and is Copyright 2000 Wizards of the Coast, 
  Inc ("Wizards"). All Rights Reserved. 
   
  1. Definitions: (a)"Contributors" means the copyright 
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  Crisis on Sol Observatory 
   
   
                        
  An adventure for the Dark Horizons Universe Campaign Setting 
  © 2006 Max Gaming Technologies, LLC 
  14
  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 
  this License with every copy of the Open Game Content 
  You Distribute. 
   
  11. Use of Contributor Credits: You may not market or 
  advertise the Open Game Content using the name of 
  any Contributor unless You have written permission 
  from the Contributor to do so. 
   
  12 Inability to Comply: If it is impossible for You to 
  comply with any of the terms of this License with 
  respect to some or all of the Open Game Content due 
  to statute, judicial order, or governmental regulation 
  then You may not Use any Open Game Material so 
  affected. 
   
  13 Termination: This License will terminate 
  automatically if You fail to comply with all terms herein 
  and fail to cure such breach within 30 days of becoming 
  aware of the breach. All sublicenses shall survive the 
  termination of this License. 
   
  14 Reformation: If any provision of this License is held 
  to be unenforceable, such provision shall be reformed 
  only to the extent necessary to make it enforceable. 
   
  15 COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of 
  the Coast, Inc. 
   
  Modern System Reference Document Copyright 2002-
  2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, 
  Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, 
  David Noonan, Stan!, Christopher Perkins, Rodney 
  Thompson, and JD Wiker,  based on material by 
  Jonathan Tweet, Monte Cook, Skip Williams, Richard 
  Baker, Peter Adkison, Bruce R. Cordell, John Tynes, 
  Andy Collins, and JD Wiker. 
   
  Dark Horizons Universe Copyright 2005-2006 Max 
  Gamng technologies LLC. Authors and contributors: 
  Richard Breyer, Brian Hammack, Erik Frankhouse, 
  Kevin Rank, Edward Gardner, Jennifer Kohl, Aaron 
  Canaday, Logan Foster, Michael Fuchs, Nauris Krauze, 
  Dieter Ludman, Todd Westcot, Adrian Wright 
   
  
SOURCE: textdata/thevault/Dark Horizons Universe/Dark Horizons Universe Crisis on Sol Observatory.pdf