For me, Thirteen Parsecs is an homage to a time when I was really into everything SciFi. Star Wars, Star Trek, Buck Rogers on TV, Battlestar Galactica, and of course all the toys of the time.
After 1977, when Star Wars had hit the scene, toy companies rushed to get anything out for a Science fiction-hungry audience. Some of these toys are fondly remembered by Gen X still today.
Ever since I took out my Star Wars figures and tried to figure out D&D rules for them (one of the reasons I still hold the d20 Star Wars so fondly in my heart), the idea of mixing toys with my RPGs has been a quest in its own right.
A toy you could program? What sci-fi-loving kid growing up at the dawn of the home computer era wouldn't want this?
Big Trak is a multi-purpose planetside vehicle capable of operating in a variety of environments.
Vehicle: Big Trak
Agi 10 (0)
Str 18 (+3)
Tou 18 (+3)
Int 16 (+2) Mission programmable AI
Wit - (-)
Per - (-)
Max 640 k/h (400 mph)
Crs 320 k/h (200 mph)
Acc 23 (20)
DR 3
DV 1-2*
Vit 80-90*
* Some are fitted with extra armor and regenerative systems.
Weapons: Forward-mounted plasma laser cannons. 1d8 x2.
Not to be outdone, Parker Bros. gave us ROM the Spaceknight, who also got his own tie-in comic from Marvel.
For Thirteen Parsecs, he could easily be part of an elite force of peacekeepers, like the Green Lantern Corps.
ROM, the Space Knight
Level 10 Mystic Warrior
STR 16 +2 N
AGI 19 +3 A
TOU 14 +1
INT 15 +1
WIT 15 +1
PER 17 +2 N
Fate 1d10
ViD d6
Vitality 65
DV 2
Checks 5/3/2
Melee +9
Ranged +11
Favored Weapon: Disruptor (+2 to hit, additional damage) 2d8
Agile, Melee and Ranged bonus, Free Running, Instant Kill (feature), Iron Will, +1 to damage, Mind over body, Survival skills at level 8.
Powers
Danger Sense, Enhanced Senses x2, Supernatural Attacks, Psychic Power (Telepathy - used to translate)
Space Sword
Maybe not as famous as the others, but the Toy Box Inc. glow-in-the-dark "Space Sword" came out a year before the Kenner Light Saber did, and was cheaper. Now they go for ridiculous prices on eBay.
Weapon: Space Sword
Medium Weapon
Class: 2
Reach: 1.25 meters (5ft)
Damage: 1d8+2 Slash
Cost: 50C
Features: Energy weapon
Man, was this the coolest spaceship ever? It was not Star Wars, certainly not Star Trek, and that made it perfect. Not a knock-off, but its own awesome thing. Also from MB Electronics.
Light Two-seat Space Fighter (Pilot and Weapons/Sensor operator)
Age: 2 (1 Quirk)
Structure: 10
DV: 4
Size: Small
Communications: 2
Computers: 1
Construction: 1
Defensive Systems: 3
Engineering Systems: 0
Engines (Speed): 3
Life Support: 1
Maneuverability: 3
Navigation: 2
Sensors: 2
Weapons Systems: 3, 2x Front cannon (1d6); Micro-missile rack (2d6).
Quirks: Bypass the Primary Buffer
"Tobor is robot spelled backwards."
Tobor was great.
My younger brother had one. We found this metal lid you could bend to make a click that Tobor responded to, like the included remote.
TOBOR
No. Appearing: 1-6
DV: 1-4
Move: 12 meters (40ft)
Vitality Dice: 6d8
Special Attack: units can be fitted with energy weapons (1d8)
XP Value: By ViD
Mindless: TOBOR robots have simple programming and AIs. They are immune to any sort of emotional control or fear.
Nightsighted: TOBORs can see into the deep electromagnetic waves, they can see clearly even in complete darkness.
Technical Expertise: TOBORs are generally programmed for expertise in one area. As such, they may choose any one non-mystical class ability or any one skill, at which they gain a 85% base proficiency. This skill does not improve via performance, only by programming.
Most TOBORs are used as labor in hazardous conditions or areas. They perform one task very well but can respond to verbal commands.
Hope you all had/have a great Christmas, Yule, Hanukkah, Kwanza, Solstice, and Festivus!





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