RolePlay onLine RPoL Logo

, welcome to My Game Notes and Ideas

21:01, 19th April 2024 (GMT+0)

MOTU.

Posted by The GMFor group 0
The GM
GM, 30 posts
Thu 25 Jun 2020
at 18:00
  • msg #1

MOTU

"Y'see that sun, there in the sky? That sun, Adarion, is the center of the universe. All the ley lines and energy lines meet here. That means power.

The Masters have power... power to defend the world. From what, you ask?

Here on Eternia, it's Skeletor. Evil wizard. Twisted by dark magic. Got a magic staff and a magic sword. Got some nasty henchmen.

Then there's the other planet, Etheria. Hordak's the main villain there. He'd be coming here, too, except that he's trying to put down a rebellion from the native Etherians. Also, he's not in a hurry, because not only would the Masters not like 'im, Skeletor doesn't like Hordak either. Hordak taught Skeletor everything he knows-- well, all the bad stuff. Then Skeletor betrayed him and sent him back in time or space or something.

Then there's the Snake Men, who lived on both planets a long time ago, and want them both back.

It's basically a 4-way war, with the Masters/Etherian-Rebellion usually barely staying ahead, and Skeletor's people and the Horde constantly trying to gain the upper hand, and the Snake Men looking for everyone else to lose-- but especially the Masters.

So, yeah, everything's complicated."


YOU ARE:

--A Master: You're a native of Eternia. You probably look more or less human, although you might have huge muscles or cyborg parts (heck, you might actually be a self-aware robot). You're even more likely to have some sort of magical ability or super-science weapon (or vice-versa).
----Your goal: To defend Eternia from evil, which pretty much means Skeletor and those who work for/with him.

--Skeletor: You're Skeletor.
----Your goal: You want to defeat the Masters, which unless some new opportunity comes along is pretty much going to mean taking over Castle Greyskull, which is usually easier said than done. Stealing He-Man's half of the Power Sword wouldn't hurt, though. Sometimes you daydream about defeating He-Man, getting his half of the sword, taking over Grayskull, learning its secrets, and then heading to Etheria to defeat Hordak...

--One of Skeletor's Henchmen: You're an Eternian, or else you're from some other part of space and time, or else you're an ex-Horde operative, but whichever, you've got a special set of skills (probably one very special skill, really) and you do mercenary work for Skeletor sometimes. It's a living.
---Your Goal: To throw down with those jerks the Masters, starting with He-Man, and win. Even though past experience so far has taught you that actually winning is very problematic.

--In The Etherian Rebellion: You're a native of Etheria. You probably look more or less human, although you might have huge muscles or cyborg parts (heck, you might actually be a self-aware robot). You're even more likely to have some sort of magical ability or super-science weapon (or vice-versa).
----Your goal: To take back Etheria from the Horde.

--Hordak: You are Hordak, the local general of The Horde, an intergalactic totalitarian empire.
----Your goal: defeat the Rebellion-- especially She-Ra-- once and for all, and then move on to Eternia and deal with Skeletor.

--A member of The Horde: You're probably from some other part of space and time, or maybe you're a local who's been recruited by The Horde. Whichever, you've got a special set of skills (probably one very special skill, really) and you do what The Horde tells you to do, which is help try to put down the Etherian rebellion. It's a living.
----Your goal: To do whatever The Horde tells you to do, which is usually whatever Hordak tells you to do.

--A Snake Person: You're a snake person. You have one or two useful snake abilities (probably just one big one).
----Your goal: drive the warm-bloods off Eternia and Etheria.


To Review: You are one of these:
--A Master
--In The Etherian Rebellion
--Skeletor
--One of Skeletor's Henchmen
--A member of The Horde
--A Snake Person


NAME:
Your character's name should involve at least one of the following parameters. If you are having trouble with a name, then leave it until last - this can often be the most difficult part of character creation.

* -Man
Has “man” at the end of it. (Examples: Beast-Man, Mer-Man, Moss Man)

* Descriptive:
Just describes the character, often with some Prefix or Suffix.
(Examples: Ninjor, Snake-Face, Sorceress)

* Play On Words: A pun, usually on your Theme.
(Examples: Stinkor, Sy-Klone)

* Just Random Naming: Just some name. This is, however, uncreative.
(Examples: Teela, Orko, King Randor)


Trap-Jaw is appropriately named. He incorporates a Theme (traps) and a Gimmick (weird jaw) and names himself something Descriptive. You’d almost think he knew what he was doing.



YOUR THEME:
Every character has a Theme, basically the character concept; the point of the character. The Theme descriptions below are vague and read as a list of action words and guidelines because that is how they are best-used, as ‘fuzzy logic’.

‘Alien’, for example, can mean many things to many players and all of them are right, so long as the GM agrees.

When there is an asterisks (*) listed after the Theme, it means there needs to be some kind of specification - and in such cases there is a list of examples provided.


--Alien
Note the strangeness of alien anatomy, appetite, and thought process.

--Animal *
An animal’s ferocity, cunning, agility or strength.
----Nocturnal?
----Associated physical features you want carried over to the character: claws, horns, antlers, or hair.
----Increased senses such as smell or hearing.

Examples include: Aquatic in General, Beast in General, Bee, Blowfish, Crab, Elephant, Hawk, Lizard, Mosquito, Skunk, Snake, Spider.

--Barbarian
The rage and might and fury. The endurance and iron will to never quit in spite of an
adversary. The berserker land speed. The determination to achieve victory.

--Guard
Defending a position. Long hours of standing. Fighting defensively. Endurance and patience are the traits of a Guard. Basically the defensive version of a Soldier.

--King / Queen
Lording over people. Political savvy. Leadership.

--Knight
Protecting one person. Rescue. Honor. Duty. Valor. Defeating dragons. Running or riding
on creatures while in full armor.

--Monster
Being scary. Lack of self-control. Lurking. Intimidating. Horrifying. Howling. Strength and/or being physically misshapen, where applicable.

--Nature *
As characterised by a particular article of nature, such as Wind, Rock, or Plant.

--Ninja
Stealth. Assassination (unsuspecting). Hiding. Combat, unarmed, or with a Katana, Bow and Arrow, Throwing Stars, and Nunchucku.

--Princess / Prince
See King, but to a lesser extent.

--Robot
Robots cannot be healed, they must be repaired. Similarly, they can be upgraded, refitted, and reconstructed. Cyborgs can do this too, but to a lesser extent than a Robot.

--Soldier
Attacking a position. Long hours of marching. Fighting offensively. Fury and attack. This is
the offensive version of a Guard.

--Sorceress
For female characters only. A Sorceress has the benefits of mystical knowledge, magic history, the ability to identify magical items and artifacts, to vaguely sense the approach
of the enemy/danger or know of any great mystical disturbances.

--Thing *
Your theme is some inanimate object or concept, such as a car, jaw, the zodiac, or a spinning top. You take on whatever properties of this object you wish to
extrapolate, at the GM’s agreement.

--Warrior
See Soldier, but less refined than that, rougher around the edges.

--Wizard-Monster
For male characters only. The powers of magic come at an expense for male characters. Every male magic user has suffered somehow physically, or is simply an inhuman monster. Examples include Skeletor’s face, Hordak’s bat-like features, and even friendly (but freakish) floating Orko. A Wizard Monster must have a somehow frightening (or frighteningly cute, depending) appearance, to gain the benefits of a Sorceress. Female magic users, with the exception of Shadow Weaver, seem to have no problem balancing magical forces and good looks.



YOUR GIMMICK:
A Gimmick is what makes you different from everyone else, even someone else who might have your Theme. When there is an asterisk (*) after the Gimmick, it means there needs to be some kind of specification.

Action! *
May be Up Close or At a Distance, as effects vary widely.
• Ramming Action! (Push what is ahead.)
• Spinning Action! (Push all surrounding.)
• Tail Whacking Action! (Tripping or smashing.)
• Thunder Punch! (Extra-powerful punch.)
• Terror Claws! (Terrible slashing claws.)

Body *
• Fuzzy coat of fur, with unknown advantage.
• Glow in the Dark. (For an instant, your bones glow, inciting terror in those who see!)
• Offending Odor. (Your toy’s plastic was produced with patchouli in the mold. This drives away anyone around you.)
• Razor Sharp Spikes. (Enemies are damaged when they touch you!)

Disassemble *
The ability to separate body parts, wholly or in part, such as to avoid attack, reduce damage, or serve some other function.

Extra Body Parts *
• Four Arms: The same effect as Grapple, but you can also carry more things in your hands.
• Four Legs: Run at great speed in any direction spontaneously, regardless of the placement of the torso. Also, you may not be tripped. I’m sure you could try kicking, too.
• Two Heads: An excuse to argue with yourself, see better, and focus on more than one thing.

Face *
Supernatural powers denoted by an unusual feature of the face, head, or eyes, granting a
power chosen from the following list, or some variation thereof. The powers may only be used
on one subject at a time.

All these work At a Distance unless otherwise stated.
• Distavision - Observe Very Far Away.
• Freeze Ray Eyes - Fire a laser-like blast that freezes the enemy in place.
• Gammavision - See through objects and walls, or around corners.
• Monster Face - Frighten and intimidate!
• Optic Blast - Fire a laser-like blast that does direct, burning, smokey damage.
• Petrifying Gaze - Turn an enemy to stone.
• Robot Face - Speak with a computery voice, and know an enemy’s likely next move from
the data read-outs in your brain.
• Spark Breath - Burn an enemy and light them on fire, if flammable.
• Spit Water - Shoot water to Push an enemy back. (Off a cliff, maybe?)
• Spit Acid - just what it says.



Flight
The character can fly Far Away. This is probably because of wings, but not necessarily.


Hand *
The character has one or two inhuman or otherwise bizarre hands, providing them greater combat options, typically Up Close.
• Blaster. (At a Distance energy weapon.)
• Chop. (Smash material objects, and, you know - enemies.)
• Clamp / Hook / Claw. (Binding and crushing.)
• Fist. (Raise in guard as a shield, punches holes in the scenery, or to punch enemies.)
• Suction Cups. (Sticking to walls and climb.)

Hair *
For whatever reason, hair of a strange color (especially really long hair) grants magic powers related to one particular topic, which must relate to the Theme. The power is offensive, defensive and creative, but can only happen at one distance: Close Up, At a Distance or Far Away. You choose.
• Ice Powers (White Hair).
• Cosmic Far-Seeing (Green Hair)
• Light Powers (Pink Hair)

Story *
A gimmick not immediately obvious. How this plays out depends on how creative you are, and what agreement you can come to with your GM. Characters can draw inspiration from the
Story Advantage list for this as well, if necessary.

Examples include:
• Always Has the Right Item - to always have the relevant tool or simple object for the
situation, so long as it is not a Weapon.
• Always Has a Weapon - to always have another basic weapon hidden on your person.
• Secret Identity. By day, normal girl - by night, something truly outrageous!


Stretch *
The neck, torso, right arm, left arm, right leg, left leg, or all or part of the above can stretch beyond normal human limits and past any
sensible proportions to a range of At a Distance.

Popular examples include: All Limbs, Arms, Neck, or Tongue.


Tail *
The figure has a tail that operates At a Distance. The tail must start with have only one designated function, such as:
• Clubbing. (Causing damage.)
• Rattling. (Causing fear.)
• Whipping. (With which to grapple.)

Transform *
The character goes through a process such that they take on different physical characteristics. This imbues them with a story element. The selection of a transformation can never change. Examples include:
• Bird. (Ex. the Sorceress turns into a hawk.)
• Driving. (Ex. Dragstor)
• Rock. (Turn into a rock... if you want.)
• Snakes. (Turn into a snake, or a huge snake, or five snakes from the chest up and keep
your legs human, like King Hiss.)



STORY ADVANTAGE:
This is what your character does well in the story, which is not necessarily obvious by looking at them.

When there is an asterisk (*) after the Story Advantage it means there needs to be some
kind of specification.

Acrobatics *
Dodge blows and obstacles from any distance through a combination of leaping, ducking,
squatting, rolling, and flipping. Choose:
• Acrobatics in the Air, probably while flying.
• Acrobatics on the Land - the most common.
• Acrobatics of the Sea, or underwater.

Army *
The backing and support of a group of intelligent beings. Must relate to Theme. Not really separate characters, armies operate on their leader’s goals.

Examples:
• All the Beasts of Eternia.
• All Oceanic beings.
• Royal Palace Guards or Soldiers.
• An army of bone-brow skeletons.
• A massive barbarian horde.


Control Something *
From At a Distance you mentally manipulate one of: Plants, Wind, Computers, Puppies, or whatever-- according to your character’s Theme or Gimmick.

You cannot “change” the thing, only control it.

Cyborg: Capable of partially repairing damage and injury simply by tinkering with their own cybernetic parts. In the context of the episode being a Cyborg can break the character’s fall, limit the effects of physical damage, but also increases by +1 rank the damage done by things like electricity or magnets. The greatest benefit to being a cyborg is that you can more drastically apply your Theme and Gimmick without being limited by human anatomical standards. Because Cyborgs are magical-technology they can be upgraded, refitted, and reconstructed, but to a lesser extent than a Robot, which is entirely subject to repairs
but may be effectively controlled by anyone with Engineering or Invention.

Deception:
Look innocent and harmless and enemies will ignore you, so long as you have given them no reason for suspicion. This is useful for such activities as dramatic acting, pretending to be unsuspecting, or bluffing shamelessly.

Dramatic Effect *
Directly as an extension of the character’s Theme or Gimmick, one selection from either the “Face” or ”Magic” lists is considered permanently in effect for the character. Examples include: Acid (as in covered in it), Energy Drain (seep all life around you), Explode (periodically), Poison (everything), Repulse (At a Distance), and so on. This is the
“other” category of Story Advantages, and the parameters of what happens (How much does
Acid burn? Does it melt solid objects or just cause a lot of pain?) is subject to player creativity, GM agreement, and precedent.

Engineering *
Construct tools, weapons, Robots, Vehicles or even Places, and repair any of the same.
(In story terms, Engineering can be used as a mechanism to introduce plot elements.)

Grappling
Climbing walls, pull ropes, or bind, hold or crush your enemy, according to your character’s Theme or Gimmick. Grappling could be expressed as Webs (At a Distance) for a spider theme, or using a constricting motif such as Stretching Arms, and not necessarily muscled arms (Up Close). While successfully Grappled, an enemy can make no action that is not to attempt freedom.

Invincible *
One physical aspect of the character is considered, for all story purposes, immune to
physical harm. For example: A clamp, a hand, a neck, a sword, or entering into an unmoving nonacting transformed state. This must tie in with something already listed for the character.

Location *
Your character is considered powerful in a certain location such as the Palace of Eternia or Castle Greyskull. The boundaries of this location must be clear. Within its boundaries, the location can be used to the character’s advantage.

Magic *
Supernatural powers are bestowed on the character. The spells cast by Magic do not have to
be predetermined, but must be selected from this list.

• Animate Object: Bring one or many objects to a kind of limited life, controlled by the GM.
• Conjure Useful Thing: Open your hat and pull out tools, keys, or bunny rabbits. You may
get all three!
• Exploding Aura: Energy explodes out from your character’s body from Up Close. The intention of this is to interrupt grapples, destroy handcuffs and shackles, or otherwise
escape bondage.
• Powerful Shield: Instantly raise a shield against all attacks from one distance.
• Telekinesis: Move objects around the room.
• Teleport Portal: Conjure a wavy blue portal Up Close that can transport as many characters or creatures as you want, but no vehicles nor places. Closes on demand.
• Zap Finger: Point your finger and blast one enemy with an energy ray, and appropriate
sound effects, At a Distance.
• Magical Topic: You can expand beyond these spells and cast whatever you want, if you
choose one particular topic, which must relate to your Theme. For instance: Ice, light,
or adorable little kittens.

Martial Arts
Yes, you can punch and kick, but you can also do other cool things such as pushing, tripping, throwing, and generally out-maneuvering opponents. Martial Arts in this context is
not Acrobatics, and only applies to offensive maneuvers Up Close or At a Distance.

One of Many
You are but one of an identical army. Whenever one character of You is destroyed, another - plot and GM permitting - will enter the scene.

Strength
Lift heavy objects, throw them, pushing them, or strike unarmed from Up Close. Athletic pursuits are also included in this such as running, jumping, and swimming.

Super Senses
Hearing, smell, tasting, touching, vision, and an ambiguously defi ned sixth sense are all greatly enhanced. No one can sneak up on your character from any range, or otherwise catch them unawares. Is that dinner poison? You can tell!


WEAKNESS:

Weaknesses come into play in two different circumstances: When you bring it up and play
it intentionally, and when the GM brings it up because the situation warrants it.

You Did It: Whenever you intentionally bring your character’s weakness into play, that character will receive +1 rank to their next action. (Assuming you survive whatever’s coming - usually evoking a Weakness involves accepting some injury, or at least missing a turn.)

The interpretation of how best to use a weakness must come from the player’s creativity, and
the GM must agree in order for it to be relevant.

The GM Did It: Anything your character is doing that could relate to your Weakness is done
with a disadvantage. (To be clear: you are not given the +1 rank in this case.)

Characters may have more than one Weakness circumstantially, but only the listed one will count.

Rndm Weakness
01-09 Aggressive
10-18 Arrogant
19-25 Easily Confused
26-35 Cowardice
36-39 Creepy
40-44 Elderly
45-46 Eye-patch
47-53 Foolish
54-58 Minor Limit *
59-62 Major Limit *
63-69 Prideful
70-76 Reckless
77-79 Sympathetic
80-86 Unfeeling
87-95 Unintelligent
96-00 Young

Minor Limit: a story limitation on your character, such as “Lost One Arm in Battle”, or “Fear of Water”.

Major Limit: For very extreme limitations, you could argue a greater currency from your GM such as boosting a corresponding priority permanently. For instance: “Must Always Be Mounted on His Vehicle Because He’s Welded In” or “Can only leave Castle Greyskull as a transformed rainbow-colored hawk”. Limiting the location of a character is a great example of a Major Limit, drawing a boundary where your character cannot leave without giving up all but one
goal.



Vehicles & Creatures
Eternian technology is intermixed with magic, so all vehicles have an animal theme and are considered partly sentient but not necessarily intelligent. Only one occupant may ride on it, and it must share the same Allegiance (Skeletor cannot ride the Attack Trak).

Types of Vehicles & Creatures
1. Flying: Moves Far Away.
2. Melee: Attacking Up Close.
3. Zoom: Moves At a Distance.
4. Blaster: Attacking ranged.

Advantages:
• Armour-Plated: Defend against attacks Up Close.
• Intelligent: Invested with rudimentary decision-making skills.
• Quick: Moves farther than an ordinary V/C
• Transport/Prison: The assumption of all vehicles is that they can carry one rider. This, though, it can carry passengers (or prisoners, you must choose).

Disadvantages:
• Creature: A wild thing with a will of its own, it may not always obey your commands.
• Fragile: Breaks whenever your character is attacked from outside its distance.
• Unable to Mount: There is no room to ride upon the thing.
• Unreliable: Roll a dice upon use. On an odd number, it does not work. To crash while flying inflicts damage.
• Slow: Moves more slowly than an ordinary V/C.
• Strange Parts: Takes twice as long to be repaired when damaged.



PLACES:
1. Entrance: A description of distance, such as “somewhere hidden in the swamps of Killik”, or a challenge of passage such as “really sturdy iron door”.

2. Guards: An army of minor characters, one powerful monster, a magic curse, etc.

3. Rooms & Towers: A laboratory, a hall of mirrors, or a series of pit traps, and so on.

4. Treasure: The ultimate goal - is it just gold, or books? Magic power? A kidnapped villager? What hides within these walls? If it’s something good - you get to take advantage
of that in the course of the game. If it’s something bad, it harms your enemies when they made it this far.

EXAMPLE PLACES:

Castle Greyskull (Masters):
--Entrance: Jaw Bridge over bottomless moat.
--Guards: Magical Barriers surround the castle.
--Traps: Magical Traps of Illusion and Despair.
--Rooms & Towers: Armory, Computer System, Dungeon, and a trapped Throne Room.
--Treasure: Profound Magical Power!

Crystal Palace (The Rebellion)
--Entrance: High Up Above the Clouds on the Mountain Skydancer.
--Guards: The steeds Sundancer & Moonbeam.
--Traps: Elevator off which all must fall.
--Rooms & Towers: Armory, Computer System, Dungeon, and a trapped Throne Room.
--Treasure: Secrets from the time of the First Ones presided over by Light Hope.

Eternia Royal Palace (Masters)
--Entrance: Huge Stone Wall with Gate, and also a nifty (but easily breakable) monorail.
--Guards: Cat Guardian, Palace Guards.
--Traps: Man-At-Arms’ Auto-Laser Turrets.
--Rooms & Towers: Armory, Computer System, Dungeon, Engineering Lab, Throne Room.
--Treasure: The Seat of Government.

Fright Zone (Horde)
--Entrance: Long and Winding Road.
--Guards: Huge Dragon.
--Traps: Evil Tree that ensnares characters within its branches and send them to the
Dungeon, and foot-clamping stones.
--Rooms & Towers: Dungeon, Hordak’s Sorcery Room.
--Treasure: Hordak’s Sorcery Research and associated items of power.

Point Dread (Heroic Warriors)
--Entrance: Mirages of the Mystery Desert.
--Guards: Magical Defense Creatures of Light.
--Traps: Magical Illusion Traps of Misdirection.
--Rooms & Towers: Library.
--Treasure: Ancient Knowledge Database, The Talon Fighter Vehicle.

Slime Pit (The Evil Horde)
--Entrance: Through Hostile Horde Territory.
--Guards: Horde Troopers en masse.
--Traps: Giant bony claw hand Grabs.
--Rooms & Towers: Single Room of Trap.
--Treasure: Ensnared victims are covered in slime that makes them mindless zombies to the operator of the Slime Pit (Usually wears off eventually.)

Snake Mountain (Skeletor's Forces)
--Entrance: Catacombs Of Unknown Horror.
--Guards: Giant Snake, Skeletons abound.
--Traps: Trap door into a net, also Lava.
--Rooms & Towers: Armory, Computer System, Dungeon, Bone Throne & Meeting Room, Engineering Lab, and a Frightening Broadcast Room.
--Treasure: Skeletor’s gold and/or a portal to a barren dimension of captured Snake Men.



WHO'S WHOM:

--Adora: Leader of the rebels with a Secret Identity.  Acrobatics: Land  Weakness: Seen as Somewhat Unreliable-- often sneaks away when there's the most danger.

--Beast-Man Evil W.  Beast Body: Huge Muscles  Army: All Beasts   Weakness: Unintelligent

--Catra: Rebel Force Captain   Transform: Panther   Super Senses    Weakness: Jealousy

--Evil-Lyn   Sorceress    Magic    Weakness: Sympathetic to others

--He-Man   Theme: Barbarian   Story: Secret Identity    Strength     Pride/Personal Code

--Hordak   Wizard Mons.  Magic   Arrogance

--Horde Troopers  Robots    One of Many   Unintelligent

--King Hiss Transform: Snakes   Magic   Pride

--Man-At-Arms  Soldier   Story: Always an Item    Engineering    Elderly

--Man-E-Faces   Soldier  Face: Rotating 3 Faces   Deception (Acting)  Not Confident

--Mantenna  Horde   Alien   Face: Pop-Out Eyes   Spc: Extra Legs  Foolish

--Mekanek   Soldier   Stretch: Neck   Invincible: Neck    Confidence

--Mer-Man  Aquatic   Body: Oceanic Fins    Army: Sea Creatures   Foolish

--Moss-Man  Master    Plant Body: Fuzzy    Control: Plants   Pride

--Orko   Wizard Mons.     Unexplained Hover   Flight    Magic  young

--Prince Adam   Prince   Story: Secret Identity   Deception    Thought to be a Coward

--Ram-Man   Soldier   Ramming Action!   Invincible: Head   Unintelligent

--Shadow Weaver   Horde  Sorceress   Body: Creepy Green     Magic   Raspy Voice (creepy)

--She-Ra   Paladin    Story: Secret Identity    Strength   Troubled Past

She-Ra’s Theme of “paladin” is pretty loosely defined - apparently this lets her not only fight for what is right with righteous vigor, but talk to friendly forest animals and heal minor wounds by touch.

--Skeletor    Wizard Mons.   Face: Skull    Magic  Arrogance

--Snout Spout  Master    Elephant     Water Spitting Action!   Strength   Pride

--Sorceress   Heroic    Sorceress    Transform: Hawk Zolar    Magic     Castle Greyskull

--Stinkor Evil W. Skunk    Story: Offending Odor    Super Senses    Foolish

--Teela   Heroic Warrior   Acrobatics: Land    Reckless

--Trap-Jaw   Evil W.    Pirate      Hand: Replacements     Cyborg    Arrogance

--Tri-Klops    Evil W.   Warrior    Face: Rotating 3 Eyes     Engineering    Cowardice



COMBAT: Roll 2d6 plus any applicable modifiers.
--10 or higher: The opponent is knocked out, injured to the point that they can't keep fighting, or captured, or seemingly killed (there must be a way how, in theory, they could come back in the future, like "no one could survive falling into that bottomless pit!)
--7 to 9: The opponent is either:
* injured. They can keep fighting, but they don't get to add any helpful modifiers to their next roll.
* knocked down.
* disarmed-- they've dropped their weapon for the moment.
--6 or lower: The opponent is perfectly able to fight back.

Example: Skeletor jumps out from behind a tapestry and attacks He-Man. Skeletor gets a +1 because he's using his Power Sword.
Roll: 4. He-Man blocks the attack.
He-Man's roll: 11 (+1 because Power Sword)
Skeletor is injured. He must flee.

Example: She-Ra attacks Hordak.
Roll: 6. Hordak can fight back.
Hordak Roll: 7. She-Ra is knocked down.
Get Up Roll: 7. She's back up and on her feet...
Magic Roll: 9. Hordak conjures a magic floating energy shield in front of him...



STATS:
--Forceful
--Agile
--Insightful
--Charming
--Confident

New character: Distribute these stats: -2, -1, 0, 0, +1



Character Creation summary:
--Choose Name (unless you save that for the end)
--Choose Allegiance
--Choose Theme
--Choose Gimmick
--Choose Story Advantage
--Choose Weakness

Example:
--Choose Name: He-Man
--Choose Allegiance: Master
--Choose Theme: Barbarian: Gets an extra +1 to doing Barbarian things (see Barbarian traits)
--Choose Gimmick: Strength Gets an extra +1 to breaking or destroying things
--Choose Story Advantage: Secret Identity: Gets an extra +1 to things Prince Adam could do
--Choose Weakness: Personal Code//Pride//Lawful

--Forceful: +1
--Agile: 0
--Insightful: -2
--Charming: 0
--Confident: -1

He-Man is the alter ego of Prince Adam. His weakness is that he has a sort of personal code-- for example, once Skeletor almost tricked him into believing that he'd accidentally killed an innocent person, though he hadn't, because Skeletor knew that He-Man could never continue being a hero if he really believed he'd killed an innocent person, even accidentally.



Example:
--Choose Name: Skeletor
--Choose Allegiance: Self
--Choose Theme: Monster Wizard: +1 to being scary or magical
--Choose Gimmick: Skull Face (intimidating!) +1 to being scary
--Choose Story Advantage: Magic: +1 to magic
--Choose Weakness: Arrogance//Hubris: -1 to doing anything he's been overconfident about

--Forceful: 0
--Agile: -1
--Insightful: 0
--Charming: -2 (monster with a skull face tends to make up for this)
--Confident: +1




Common Moves:
--Trick: Trick an opponent so they do something you want them to do.
--Trap: Trap an opponent so they can't go anywhere, at least not right away.
--Distract: Distract an opponent for a moment so you or an ally can do something.
--Steal: Take or grab something an opponent has.
--Delay: Slow down an opponent so you can get somewhere before them.
--Use Thing: A magic item, a technological weapon, a beacon to call for help, whatever.
--Move: covering Escape and Chase
--Resist: Fight things like mind- or emotion- controlling magic or other phenomena
--Oppose: covering Combat and Guard
--Speech: give a speech inspiring or persuading someone
--Look: covering Examine, Study, Search, Spot, Find, Read, etc.
--Break: a machine, a door, a window, a crystal

Common Moves:
--Trick: could be Charming or Insightful
--Trap: could be Agile or Insightful
--Distract: could be Charming or Agile
--Steal: probably Agile
--Delay: probably Insightful
--Use Thing: probably Insightful, but could be Confident if it reads your thoughts/heart
--Move: Agile
--Resist: Confident
--Oppose: Forceful
--Speech: Charming
--Look: Insightful
--Break: Forceful

Every time you roll 6 or lower, you get 1 xp.
XP can be traded in. Trade in 7 xp and you can:
--Raise one Stat, or
--Get an additional Gimmick, or
--Get a new Story Advantage.


GM SECTION:

* Enemies:
--If you're good, the bad guys are Skeletor or Hordak.
--If you're bad, the enemies are the good guys.
--If there's good and bad guys on the team, the bad guys are The Horde or Snake Men.
--If there's all types on the team, the bad guys are some threat that threatens you all and you have to work together.

Examples:
--Masters and Skeletor's forces must team up against Horde or Snake Men.
--Masters and Hordak's people and Skeletor must team up against Snake Men.
--Everybody: Some new threat from the past or from space threatens you all.


"But if I'm Skeletor or Hordak or a Snake Man, aren't I EVIL?"
--Don't worry about it. You've got your reasons, even if they're misguided a lot of the time. Even if you "kill" one of the good guys, they can just come back in time for the next adventure. "But you fell into the volcano! I saw you!" "I'm sure it looked that way, but the Lava Men saved me so I could come back and warn of the great threat that approaches!"


* Story ideas:
--A new place is discovered or rediscovered. When explored, inside is something ancient and powerful. Everyone either wants it, or wants to destroy it.
--A powerful creature is out of control... The bad guys want to make it head toward where good people live. The good guys can discover it's just lonely/hurt/scared/young
--Someone new shows up. They are powerful or useful. Bad guys want to capture them//destroy them//trick them//ally with them.
--The bad guys sabotage something the good guys have, and it starts working in a dangerous way, which of course has to be stopped.
--A young character goes and does something dangerous and everyone else has to follow them and save them.
--The bad guys bait a trap with some sort of bait that the good guys must take.
--The bad guys set up an ambush where the the good guys are going to be.
--The good guys go in search of some fantastic type of power which can reverse time and bring a dead teammate back to life.

* Note: A player can have more than one character, but may only use one at a time. One must seemingly die (or come back) before they can switch to the other one. If there are ever two alive at the same time, one must go on a journey somewhere or decide to retire (they can always come back or change their mind).

SAMPLE NPCS

--Possum King
Theme: Animal King.
Gimmick: Tail (Whipping. (With which to grapple.)
Story Advantage: Climbing, or binding or holding people
Weakness: Easily Confused (especially in bright light)
--Forceful: 0
--Agile: +1
--Insightful: -2
--Charming: 0
--Confident: -1
Background: King Possum is the King of the elusive Possum People of Slime Swamp.
Allegiance: Would probably fit best with the Masters (or the Rebellion.)

--Uncanny Valet
Theme: Robot Butler.
Gimmick: Robot Face. Analyzes the most likely next move of others.
Story Advantage: Engineering.
Weakness: Unfeeling
--Forceful: 0
--Agile: -2
--Insightful: +1
--Charming: -1
--Confident: 0
Background: the Uncanny Valet was made by one of the Ancients as the ultimate butler: iron your clothes, shine your boots, cook, clean, repair household appliances, build vehicles, fortresses, or weapons of mass destruction, analyze and predict the actions of your enemies.
--The Uncanny Valet works for whomever puts gold or jewels into the slot on its chest. How long it works for them depends on how much and how often valuables are put in. It never seems to "fill up." The Uncanny Valet does not answer directly about what it does with the valuables, but it hints that they are teleported to some hidden treasure vault somewhere (it absolutely will not say where).
--Allegiance: Whoever pays it.

--Fer-de-Lancelot
Theme: Snake Man Knight
Gimmick: Story. Fer-de-Lancelot has a poisonous sword (knocks victims out for an hour, more or less), an unbreakable shield, and rides a giant white snake steed, Ayamain.
Story Advantage: Invincible: Fer-de-Lancelot's shield is immune from all physical harm.
Weakness: Sympathetic
--Forceful: +1
--Agile: 0
--Insightful: -2
--Charming: 0
--Confident: -1
Background: Fer-de-Lancelot is immortal, and many thousands of years old, partially due to a powerful magic spell. Every couple of decades, he and Ayamain shed their skin, growing younger again. Fer-de-Lancelot and Ayamain were recently freed from a suspended animation in ice by a volcanic eruption. Fer-de-Lancelot is disturbed to find that the Snake Men are now held hostage in another dimension, and he feels that those who are running around free are "ignoble varlets and miscreants." His heart is very conflicted-- on one hand, what are all these non-snake-people doing running around? On the other hand... do the Snake Men who are free really deserve to be deciding the future of all Snake Men...?
Allegiance: Whoever convinces him they're the most honorable... although if he's torn, he kind of wants to help the cause of Snake Men in general...

Ayamain: Melee steed

Advantage:
• Transport: Ayamain can easily carry two other passengers, if its master and it want.

Disadvantage:
• Creature: A wild thing with a will of its own, it may not always obey your commands.
This message was last edited by the GM at 19:13, Sun 28 June 2020.
Sign In