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Hello. Finding this makes it likely that you've had some similar thoughts to those of my own, that playing a He Man/Eternia/MOTU table...

Sunday, December 4, 2016

Finishing Touches

So, now before you is a list of qualities that start to define your character. Now it's up to the players and GM to work together and fit them into the rules set that you've chosen. Most tabletop RPGs are fairly flexible, but it may be necessary to make up some rule (or 3) so that your character is playable. It's important to remember that nothing is set in stone. If you try playing and something doesn't feel right, is too over/under powered after a session, it's okay to try and adjust it. The characters in MOTU show are powerful and they should be that way in the RPG, too.

Another tip I learned through play testing is that it's important to remember that characters usually are starting young and they need somewhere to build to. It's okay if a power is at a "step one" and that next level, there's going to be a "step 2", and so on, where the power can get better. Or, maybe that's not the goal and it doesn't matter if the characters are beefcake from the beginning. This set of lists has helped to run "one off" games, as well as longer campaigns. Although, admittedly my players have loved rolling on the lists and have often wanted to make new characters.

Anyway, you should be able to roll up a character in whatever system you choose and just fill in the racial and class categories with what you gathered from the lists. So, have fun and be sure to post your exploits in the comments. Also, anything you add to the lists is great for me to hear about. If you want a homework assignment, go and watch a couple episodes of MOTU and feel some 80's nostalgia, or enjoy them for the first time. They're classic and will provide all the inspiration you could need to run a great swords and planets RPG night on Eternia.


Example Characters:

Plaayt-o
A duck billed platypus warrior with arm guns for special equipment. The GM and player agreed he would also have a venom attack, due to being a platypus.

Meadow Morph
A Grass plant based hero. He was a warrior with a helmet that, depending on a roll, could create a shield that could protect him and one ally. He could also hide and meld into the ground and appear as a patch of grass.

Madam Umbra
She was a Glow Bug wizard with Illusion magic, the proclaimed "mystical firefly guardian of Eternia". Her glow bug feature gave her a lightning attack and she could create illusions (list of spells the player made up for her and GM approved: fantastic blindness, tracing blinks, waking dream, and epic phantasm) to distract or redirect enemies with her illusions. She also had wings so she could fly.

Centitaur Hypnogaze
The player rolled the centipede insect for race and had the hypnosis wizard power. The player decided that the character would be a kind of centipede centaur. Strangely enough I had another player, in another session, roll similar characteristics and create a similar kind of character... that character was named "Man-e-Arms".

Shell Shock
The player rolled the tortoise on the animal list and then electrical powers on the wizard table. He was a turtle that could generate an electrical field. This was one of my personal favorites!

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