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CAV Universe RPG


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OK - I see a lot of interest in the Sci-Fi forum for a CAV rpg - so I am willing to give it a shot, but my time can be limited, so this may not play as fast as some forum-games.


I am looking for 4-6 players, reasonably familiar with CAV. I want to form a new Mercenary Company, "Black Inquisition". As you can probably tell, they would be an agressive Malvernian group, but I want a mix of CAV races - Terrans, Adonese, Rach, Malvie, Ritterlich . . . whatever. The PCs don't even have to be Khardullians, but they do have to be willing to work for Inquisitor Jex, sponsor of the unit, and high official in the Khardullian Church.


Hey - We just want to save your souls. If we have to bring war to you, so be it. But we aren't against you - we want everyone to be on the same side - Khardullis' side.


As for time frame, I want to begin With the start of the recently announced UCOR war preceeding the galaxy war. The war should provide the Merc unit plenty of resources, and opportunities for espionage, intruige, and out-of CAV and in-CAV action sequences. We'll use d20 Modern Classes, because I have that book, although we may need to use Prestige classes from Mecha Crusade 9as seen in Dungeon magazine) or d20 Mecha.


Post Interest letters here, then PM me with character concepts. We can work out the rest soon.


Hope to see you on the battlefield!

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Leaning toward d20 modern, although I may have to use Dragonstar . . . Definitly a d20 game, I know hte system best,a nd it will allow me to stat-up Melvies, Rach, Terran, Adonese, Ritterlich pretty easy.


Terrans are welcome, too.

I think I will begin the game on Syrma (165) - it's near enough other systems, and along a pretty major shippig lane/jump lane.

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Whew! I guess I need to explain stuff like that. - Erm,

No, as for Grundor specific Background, anything that would allow you to wind up in a Merc Company, and be either a Khardullian or desperate enough to work for them. . .

For Equipment, do you mean personal equipment? Because your "Official gear" will be supplied by Jax. I'll post a bigger intro in the next few days, once My computer at home is working again . . . but, please, Frosch, ask for what you need to know still. I've never DM'ed a Forum game, only pen and paper, and never one electronically.

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Definitly a d20 game, I know hte system best,a nd it will allow me to stat-up Melvies, Rach, Terran, Adonese, Ritterlich pretty easy.


Allow me to help, and by so doing you guys and gals can help me by testing these out a bit further than they have been.


(begin Senator Palpatine voice) I will watch this forum with great interest.



Ability Score Adjustment:

+2 Dexterity

-2 Constitution

Racial Feats:

Preternatural Agility: +2 Racial Bonus to Reflex Saves

Alien Grace: +2 Racial Bonus to Balance, Escape Artist, Move Silent, Perform: Dance, Tumble skill checks



Ability Score Adjustment:

+2 Constitution

-2 Wisdom

Racial Feats:

Resilient biology: +2 Racial Bonus to Fortitude Saves versus Poison, Disease, Drugs and may eat raw or otherwise normally unpaletable foods

Darkworld Vision: Malvernis may see in total darkness out to 60 feet. Darkworld vision is black and white only but is otherwise like normal light.



Ability Score Adjustment:

+2 Strength

-2 Charisma

Racial Feats:

Berserk: Once per day a Rach may enter a Berserk fury. While Berserk the Rach inflicts an additional +2 Melee Damage, gains 2x level hit points, and a +2 Racial bonus to Will Saves for the duration of the Berserk rage. The Rach stays Berserk for a number of rounds equal to their Constitution Bonus +5. While Berserk the Rach may not use missile weapons or any skills that require concentration or patience. The Rach may end the Berserk any time voluntarily. Once the Berserk ends the Rach is Fatigued for the next 15 minutes and suffers a -2 penalty to Strength and Dexterity. While Fatigued the Rach cannot Charge or Run. When the Berserk Fury ends the bonus hit points go away, if this reduces the Rach to below -10 Hit Points the Rach dies.

Thick Hide: Rach have a natural 1/- Damage Reduction



Ability Score Adjustment:

+2 Charisma

-2 Constitution

Racial Feats:

Empathic: +1 Racial Bonus to Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive skill checks.

Predator Instinct: +2 Racial Bonus to Initiative when not Surprised or Ambushed.



Ability Score Adjustment: none

Racial Feats:

Skilled: Terrans receive an additional number of Skill Points at character creation equal to thier Intelligence Modifier +4 (minimum of 1). Each time a Terran gains a level they gain the normal number of Skill Points, plus an additional number of skill points equal to their Intelligence Modifier +1 (minimum of 1).

Passion: At character creation the Terran may take an additional Feat for free


All Half Breeds

Racial Feats: Half Breeds may choose 1 Racial feat from each parent (their choice). This allows a half-breed to customize their initial Racial Feats


Attributes: Add up all bonuses from all parents and then divide by 2


Example: Ritterlich/Rach would be

+2 STR

-2 CON

+2 CHA

-2 CHA

for a net result of +1 STR and -1 CON


Example: Adonese/Ritterlich would be

+2 DEX

-2 CON

-2 CON

+2 CHA

for a net result of +1 DEX, -2 CON, +1 CHA


Half Breed Weaknesses

All half breeds have weaknesses not found in pure blooded members of their species. A half-breed takes the breed weakness of BOTH parents.


Ritterlich Half Breed Weakness:

Dietary Imbalance: Ritterlich half-breeds suffer a -1 penalty to Fortitude Saving throws


Rach Half Breed Weakness:

Poor Motor Control: Rach half-breeds suffer a -1 penalty to Reflex Saving throws


Terran Half Breed Weakness:

Unstable: Terran half-breeds suffer a -1 penalty to Will Saving Throws


Malvernis Half Breed - Malvernis cannot cross breed with any other known race, there are NO Malvernis half-breeds


And a bonus if you choose to use D20 Modern


Additions to Aircraft Operation Feat: Grav, Starship, Personal Flight System and put a note under Aircraft Operation Feat: Helicopters that since Helicopters don't really exist anymore it also includes ducted fan flying craft (aka "Gunships")


Gun Systems Proficiency (big gun like artillery, mortars, planetary defense guns, starship guns)


Zero G Training (using a vacc suit and moving in zero g without penalty)


Surface Vehicle Operation Feat: CAVs


Advanced Gun Systems Proficiency (use of computerized frontline combat gun systems like ship defense batteries and CAV weapon systems)

Prerequisite Gun Systems Proficiency


Beam Firearms Proficiency

Prerequisite Personal Firearms Proficiency


Advanced Melee Weapons Proficiency (like for the monoslicer)

Prerequisite Archaic Weapons Proficiency


Master Marksman

Prerequisite Far Shot, Dead Aim

allows the character to fire a missile weapon out to range increment x20 instead of range increment x10


one more because it's fun for me to do this


Knowledge: Power Systems (starship drives, breeders, reactors, etc.)


Knowledge: Xenostudies (synergy bonus to reduce penalties for interacting with aliens or a pre-requisite skill to even attempt a roll at GM option on things like medical)


Knowledge: Psionic Phenomena


Knowledge: Medical (knowledge of specific fields of medicine and different disciplines and proceedures, grants synergy bonus to Treat Injury)


and finally as a bonus


(PED) Personal Electronic Device


Size: Tiny

Weight: 1

Purchase DC: 11

Restriction: -


Description : The basic accessory of the 23rd century. A PED is a personal telecommunication device, address book, link to the UICC Net, music player, calculator, personal finance interface (retail stores and automated banking systems have an interface plug for PEDs), timepiece, memo book, schedule planner, alarm clock, health monitor and identification. They are typically interfaced via voice recognition software or with a stylus. Rarely used by individuals trying to conceal their identity or have as few connections to society as possible. PEDs are coded to its user's DNA and are usually worn on the forearm as a bracer or hand-held and kept in a pocket.




Size: Small

Weight: 2

Purchase DC: 7

Restriction: -


The handy dandy all in wonder personal hygene device for the new century! Specially integrated retracting claws, clippers, tweasers, and nano drones will clean your teeth, clip your nails, cut your hair... its a razor for both your face and your legs! Morning breath?? No problem! Teeth a little fuzzy? 20 seconds from the Hygenator and they'll be dentist-visit clean! It even clips, drains, and patches ingrown nails!


Flip it over and it dispenses a mix of deoderant sprays, colognes, and perfumes, customizable by the user! And once its empty don't worry about those troublesome refill kits, just throw it away!


Brought to you by Hy-Corp, because we hate it when you smell bad!


Object: I-Dat Disks

Size: Tiny

Weight: -

Restriction: -

Purchase DC: 18


I-Dat Disks (Dog Tags)

Once worn only by soldiers I-Dat Disks (called "Dog Tags" by Terrans) have become popular all over the galaxy. Typically sold by the GalactiCare UCOR (or other similar large local medical Corp) the civilian version is normally worn as a necklace or kept on the person in pockets. I-Dat Disks store all of a person's important medical records and emergency contact information in all known languages. Dog Tags also send out a UICC-net standardized location coordinate and distress signal when the Disk's sensor detects a medical emergency with the wearer. I-Dat Disks activate whenever the wearer has 1 or fewer hit points or is voluntarily activated. In well habited or civilized areas medical assistance will arrive in 5d6 minutes. The I-Dat Disk grants a +2 Equipment bonus to any Treat Injury rolls if the medical technician is able to first read the data from the disk. The cost of the initial medical treatment and transportation to the nearest medical facility is included in the purchase DC.


Object: I-Dat Disk Reader

Size: Tiny

Weight: 1 lb

Restriction: -

Purchase DC: 6


I-Dat Disk Reader

Allows the user to read the medical information stored on an I-Dat Disk and displays the location of any nearby active I-Dat Disks. Local maps and information is easily downloaded from the UICC network to keep Disk Readers current throughout the galaxy. Remote locations may have only sketchy information available for download from the UICC network based on initial IGS surveys.



A lot of this comes from old old notes and it may not actually be the final mechanics for when the CAV RPG comes out but I hope you enjoy using it in your games.




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Modern System Reference Document Copyright 2002-2003, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.




Enjoy. Happy Birthday, etc. etc. etc.

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