This game is based on 's . It would be nothing without the many people involved in creating the brand and everything connected to it. I've tried to acknowledge everyone that I know had a part but there's bound to be omissions. Thanks to everyone involved.

A brand as large as this is not easy to wrap one's head around and while there's only one writer of this game most of the information here was originally collected by fans and shared on various websites, mailing lists and forums. I owe a great gratitude to all those people and I've tried to credit everyone but there might be people I've neglected to mention. I'd be happy to correct any mistakes, and change online aliases to the correct names if you wish.

This is version 0.4

MOTU RPG created by Daniel Schenström

Masters of the Universe Classics (MOTUC) entries in this game mostly written by Scott Neitlich and Danielle Gelehrter.

Masters of the Universe created and expanded by: , Mark Taylor, Ted Mayer, Tony Guerro, Donald F. Glut, Alfredo Alcala, Colin Bailey, Michael Halperin, Bruce Timm, Tim Kilpin, , Dave Capper, Alan Tyler, Ed Watts, Mark Jones, James McElroy, Mike McKittrick, William George, Dave Maurer, Jim Keifer, Dave Wolfram, Stephen Lee, Scott Neitlich, Val Staples, Emiliano Santalucia, Josh Van Pelt, James Eatock, Robert Lamb, David Wise, Paul Dini, Larry DiTillio, J. Michael Stracszynski, Rowby Goren, Warren Greenwood, Gary Cohn, George Caragonne, Ron Wilson, Evelyn Stein,

Thanks to: he-man.org, The Power and Honor Foundation, Mattel, Patrick Fogarty, the He-man wiki,

Illustrations by: Daniel Schenström Two images are extensions and baed off of animation background plates.

This game is a fan project and is not made for profit. The text and all images within is free to be used by anyone as long as they don't take the credit for it or try to profit from it.

The timeline is based on the work by X and posted on he-man.org,

All trademarks and intellectual property rights belong to Mattel Inc. Welcome!

This role-playing game, set in the fantastic universe of He-Man and She-Ra, is designed to work for anyone. However, this is the first draft release and far from complete. Therefore it is geared toward someone experienced with role playing games.

The comicbook story that starts on the next page explains what roleplaying games are, how they are played, and some core concepts for this game. If you are an experienced player, just skip past it.

The first half of the book is for every player of the game, while the second half is for the Game Keeper. The difference is explained in the comic.

Creation of this game

I first started working on this game in 2013. I looked around and found a few other projects that people had started but nothing finished or comprehensive. At the time there was no good cyclopedia for the setting either so at first the goal was to make this a game that could also be used by fans as a definitive source for knowledge. Before I could finish this game Dark Horse released the He-Man and the Masters of the Universe - A character guide and world compendium which eased my burden a lot. All the material that was already finished is still in the game, but I've tried to avoid any unnecessary repetition. It's not necessary to have that book to play the game but it is recommended. All finished material is included which is why you will see sections dedicated to different incarnations of the Masters of the Universe franchise in some entries but not others. As comprehensive and correct as I have tried to be there is bound to be things I have gotten wrong, missed or forgotten. I would love your feedback so I can update the document. This original plan was to have two rules versions of this game, one simpler which coudl be played using only six sided dice, and one more advanced with a full set of rpg dice. This version is the latter and the simple reason is to be able to publish it sooner.

Welcome!

If you're new to roleplaying games, skip ahead to that section first (page X), and then come back here. If you're new to the world of Masters of the Universe, read that section first. (On page X.)

Before beginning play, you have a decision to make. Do you want to be the Keeper or a player? The Keeper is the main story teller, who sets the scene in which the players characters act. The players controls a single character each, whether a known character like or a totally made up one. If you compare a role-playing game to a movie the Keeper is both the director, set designer and the one who plays all the extras and the players are the actors who play the main good guys. If you want to be the Keeper then all of this book is for you. If you want to be a player the last three chapters contains some secrets that are for the Keeper's eyes only, things for your character to discover during the game. You can switch roles at any time so this is not a permanent decision.

This game is for everyone and as such it has many options to choose from to get the right tone. Do you want your game sessions to feel like the old Filmation cartoon where characters don't use lethal force, or do you want the opposite? How to decide upon tone is explained later but that's just one of the ways you can change it. Masters of the Universe has had many incarnations that sometime contradict each other. This role- playing game tries to show these differences where possible, and where known, but for the most parts it uses its own version of the setting. It is a custom creation that uses all sources to try and make an inclusive setting. You don't have to know anything ahead of time though, all things will be explained. The goal has been that regardless of what your favorite incarnation of the Masters of the Universe is, you'll be able to recreate it through this game.

This is the main game book, and contains all the information a Keeper needs. There's a separate smaller book that contains all a Player needs.

Masters of the Universe the roleplaying game - Contents

FOR EVERYONE Introduction A short tour of the universe CHAPTER ONE: Visiting Eternia - Creating a character The known types Creating your own type Professions Skills Specialties CHAPTER TWO: Trade and equipment CHAPTER THREE: Magic The Magician Spells CHAPTER FOUR: The Universe in more detail

CHAPTER SIX: The Advanced Rules

FOR THE KEEPER ONLY CHAPTER SEVEN: Being a Keeper Introducing your players and their characters into the setting Notes on character creation CHAPTER EIGHT: What's your canon? CHAPTER NINE: Eternia, Etheria and the Universe The universe as we know it Dimensions Planets Civilisations Religions Magic, magical items, artifacts and psionics CHAPTER TEN: Eternia CHAPTER ELEVEN: Castle Greyskull CHAPTER TWELVE: Etheria Crystal Palace CHAPTER THIRTEEN: History of the universe CHAPTER FOURTEEN: The good, the bad and the neutral - People and Organizations CHAPTER FIFTEEN: Creatures and Plants of the Universe CHAPTER SIXTEEN: Adventures in the universe CHAPTER SEVENTEEN: Tips for the Keeper The Enchanted Faire - An Introductory Adventure Tears of the Kindlights – a longer adventure Glossary Index

The Intro story Intro, what rpgs are explaining the keeper the players characters character sheets dice rolls acting and sample

The world of Masters The universe eternia, etheria and the trisolar system Eternia kingdom evil horde etheria rebellion What else is needed to play Dice (see below), pencil, an eraser and some paper is needed. There's a section in the end of some handy things that can be printed out to aid in play. A copy of the X book by Dark Horse is helpful, but not necessary.

About dice This game uses a full set of standard role-playing dice which are available at hobby stores. Whenever a dice is mentioned in the text it's written as the abbreviation dtype, for example d6, where d stands for dice and 6 for the number of sides of the dice. In the example that would be a regular, six-sided, die. If you're supposed to roll several dice and add together the result it will be written as numberofdicedtype, for example 2d6. If there's a modifier of some sort it will be written after the abbreviation and is added or subtracted from the result. So 2d6-3 means roll 2 six-sided dice, add them together and finally subtract 3 from that to get the result. To play this game you need d4, d6, d8, two d10 (or 1d10 and 1d100), d12 and d20.

The many versions of Masters of the Universe You should be aware that there have been several incarnations of the story each with its own mood, stories and history. Each incarnation is called a canon. This game have extra information for some canons but not all. The goal is to eventually cover all of them. If you don't aim for a certain canon, I suggest ignoring the canon specific sections. When the text decribes any setting details, like a place, or a person, if it isn't prefaced by a Canon name it's common to all or a majority of the canons. The RPG itself has its own canon which is a combination of the author's preferred parts of other canons. Things that are unique to a certain canon will be described separately like this example:

Sword of Eternos This long sword was created by the smith Cerbus and given to King Ansgar as a gift. FILMATION: The sword was stolen from the royal treasury by Skeletor but returned by He-Man. MYP: The sword was stolen by Skeletor and later destroyed in a battle.

What kind of place is this? The planet Eternia is the centre of the universe, and on it stands Castle Greyskull, home to the Power. Whosoever learns the secret of that power will be the Master of the Universe. Eternia is a post-apocalyptic world that went through a devastating war long ago. In some places civlization has managed to reestablish itself while in others it's still populated by hunter-gatherers. Eternia is a place where ancient technology meets ancient magic and where the forces of good battle the forces of evil, but it's also a lot more than that. Eternia is just one of several planets you can visit in this universe, and it lies in one of several magical dimensions that will also be possible for you to travel to. You can have adventures alongside She-Ra on the planet of Etheria in the time of her adventures or forge your own path and destiny in another time and place entirely. Or if you want to, you can take the role of the heroes, be He-Man, She-Ra, Teela, Bow or whoever you choose. Together, players and the Keeper decides where the adventures will take them. As you will see, the setting is vast and the possibility for adventures endless. CHAPTER ONE: CREATING A CHARACTER

Let's create a character. The basic steps is to choose a type, a profession and then determine some extra characteristics. For each of these steps you can either roll dice, or use a set number of points. Your Keeper might have already decided on one version or the other for you. The points options is best for if you already have an idea for what kind of character you want, or if you want to have control over the final outcome. The dice roll option is for if you like to be surprised during the process and make something interesting out of a random result. Some of the tables in this section have two rows of numbers. The first is unbiased and gives an equal chance to each option on the table. The other is biased to provide a bigger chance to get a result that's more accurate to the setting. In the game we're going to mention abilities and options frequently. When written with capital letters there's a specific meaning. Abilites are what determines how strong, fast, smart or good- looking your character is among other things. The six Abilities are described in detail below and every being in the game have Abilities. Options are extras that set a being apart from others in one way or another.

It's a good idea to have a scrap paper to record everything during character creation, and transfer that to a character sheet when everything's finished because you will do some calculations during the process.

Canon note: In this section the RPG canon is used for all entries, and other canons are mentioned when there's an important difference or detail of note.

Character creation checklist -Abilities, page X -Species, page X -Professions, page X -Secondary abilities, page X -Skills, page X -Specialty, page X -Name and personal details, page X -Equipment, page X -Final tweaks, page X

ABILITIES Abilities are the main values that describe and define beings and a lot of other things in this game. They are given scores, allowing you to compare for example how strong one character is to another. This is part of what determines what your character can and cannot do. For example someone who is really strong will be able to throw a stone farther than someone that is less strong. A normal human being with an average score in all Abilities would have 10 in them. When we talk about the Abilities described below in this game we capitalize the word. First up are some explanations.

Strength This Ability measures how much your character can carry, how heavy weights he can lift and how far he can throw things. One point of Strength in real life is comparable to being able to lift and hold 8kg for a short time.

Agility This is a measure of how agile a person is, how easily the character can climb a tree or escape a rope when bound for example. This is also used to determine how good a character is at fine motor skills like those of use to a surgeon or someone picking a lock. Someone with a high Agility is like an olympic gymnast or famous escape artist.

Quickness This is a measure of how fast a character can react, move and do different things. Someone with a high quickness could be a world champion runner, or a quickshot.

Intelligence This is a measure of how smart the character is, how easy he can solve riddles, get technology to work or understand the plans of evil-doers. One point of Intelligence roughly equates to 10 points of IQ. Unlike some other Abilities, your ability as a player plays into this and different Keepers use this differently. (See sidebar.) Intelligence is also used as a measure of mental power as used by Magicians and Psions.

Looks This is a measure of how good the person looks. A person who looks good can easier get people's attentions, gain followers, get good deals and be liked.

Endurance This is a measure of how much a character can endure. How long is he out if someone knocks him unconscious? How many minutes can he run at full speed until he gets tired? World champion marathon runners are examples of people with high Endurance.

Physical and mental Abilities Sometimes the game refers to physical or mental Abilities. Intelligence is a mental Ability and all others are physical Abilities. Looks are considered to be neither.

Determining your character's Abilities Abilities are determined using points or by rolling dice. Regardless of what option you use the most you can have in an Ability at this point in the Character creation is 20 points, and the least is 5. For points determination take 80 points and divide them among the Abilities. If using dice roll 5d4 six times. Write the results down and then assign the scores to the Abilities in the order you want.

Ability score bonuses Depending on the score in an Ability, you might get a bonus. See the table below and write those bonuses down. These bonuses are used later, for various things.

Less than 12: No bonus 13-14: +1 15-16: +2 17-18: +3 19-20: +4 This table continues the same way. A character gains another +1 for each two steps above 20. TYPE Type in this game defines what kind of being your character is. Is the character a human, a robot or a talking intelligent animal? Types include humanoids, robots, cyborgs, intelligent animals, intelligent energies, magical constructs and many more. The type you choose or roll for will add several new components to your character. You will gain bonuses to some of your Abilities, and at this stage they can exceed 20. There is no longer any limit to the Ability scores. Then there are Type options. Bird-men for example gives your character wings enabling your character to fly. Almost all Types have several options, some that all members of that Type gain, some that you will have to choose from a list of several options. Almost all options have power levels and the higher the level the more powerful it becomes. Higher level wings makes your character fly faster, makes the wings more durable and so on. You always start at power level 1 in an option but you can raise some of them during character creation and all of them during play. The example names, characters from the setting, given for some of these species does not always mean that that's the name of that character's type. They are sometimes used as an example of what type of character you can create using that species. Some examples are used for several types of species like Stratos who is both an Avionian and an example of a Hybrid. The example characters come from various media and they are detailed later in the Keeper section of the book. Descriptions of each Type follows the tables for random selection. All Type options are explained after the Species descriptions. While this chapter describes a lot of Types, some are excluded because there's not enough information on them. It is possible to create your own Type should you wish to elaborate on some of those lesser known ones.

Type tables Coming up is a number of different tables. The first incorporates the entire universe of the game. The second is Eternia only, the third Etheria only, the fourth for a space or New Adventures of He- Man game and the fifth is for a Preternian game.

Random Types: How to use the table. Use 1d100 in the first or second column, as decided by your Keeper.

TYPES FROM THE ENTIRE UNIVERSE

1 1-2 Andreenids ex Buzz-Off 2 3 Android (Stridor) 3 4 Arachinds (Spider-men) ex Webstor 4 5-6 Avions ex Stratos 5 7 Beast-Men ex Beast-Man 6 8 Beetle-men 7 9 Bird-men 8 10 Calligars ex Whiplash 9 11 Cat Men ex Kittrina 10 12-13 Create-your-own: Centaur ex Sagitar 11 14-15 Create-your-own: Hybrid ex Stratos 12 16-17 Create-your-own: Intelligent beast ex Battle-Cat 13 18 Create-your-own: Mongrel-men ex Mantenna 14 19 Create-your-own: Animal-men ex 15 20 Create-your-own: Unique being 16 21 Crustacean-men ex Clawful 17 22 Element-man 18 23 Fish-men ex Mer-Man 19 24 Flogg's species 20 25 Giant ex Megator 21 26 Goblins ex General Tataran 22 27 Jungulian ex Grizzlor 23 28 Thenurian ex Gwildor 24 29 Half-Giant 25 30 's race 26 31 Howls ex Kowl 27 32-55 Human ex She-Ra 28 56 Icer's species 29 57 Karatti's species 30 58 Karg's species 31 59 Slebetor Slug Man ex Leech 32 60 Lion-men ex Chief Carnivus 33 61-62 Lizard-men ex Whiplash, Fang- Man 34 63 Kon-Seal ex Lookee 35 64 Rebrunk Nurus ex Mantenna 36 65 Mermista's species 37 66 Mer-men ex Mer-man 38 67 Kribleen Insectoid ex Mosquitor 39 68 Octopus-men ex Octavia 40 69 Optikk's species 41 70 Plundor's race 42 71-73 Robot/Android ex 43 74 Sagitar's species 44 75 Scorpioni ex Scorpia 45 76 Shapeshifter ex Modulok, 46 77 Silaxians ex Huntara 47 78 Slush-head's species 48 79 Snake-men ex Tung Lashor 49 80 Speleans (Bat-men) ex Batros 50 81 Spriggans 51 82 Pelleezean ex Stinkor 52 83-84 Trollan ex 53 85 Zodak's race 54 86 Demon ex Demo-man 55 87 G'hoat-men ex Goat Man 56 88 Spikor's species 57 89-90 Meteorb 58 91-92 Stone men ex Stonedar 59 93 Fang men ex Fang man 60 94 Star beings ex Jewelstar 61 95 Scareglow ex Scareglow 62 96 Dragon men ex Draego man 63 97 Corporeal spirit guardian ex Castle Greyskullman 64 98 Infinitians ex Skeletor 65 99 Kobolds 66 100 Roll 1d100 again, and add 100 to the result 67 101 Widgets 68 102 Karikoni 69 103 Orks 70 104 Ilkorts 71 105 Rock Men

72 106 Tree People 73 107 Tycons 74 108 Treeprechauns 75 109 Races from ”Pawns of the Game Master” 100 Gargons 76 110 Beast-manlike 77 111 Plantman 78 112 Intelligent plant ex Skytree 79 113 Insect People of Mystic Mountains 80 114 Andrillions 81 115 Aquaticans 82 116 Auriconians 83 117 Bibbets 84 118 Bridlings 85 119 Centaurs 86 120 Stone creature from Into the Abyss 87 121 Filmaliens 88 122 Amders 89 123 Ghost ex Antiworld spirits 90 124 Ape-let 91 125 Belot 92 126 Bendari 93 127 Bridling 94 128 Cat-Nik 95 129 Dinorep 96 130 Dwarf 97 131 Elf 98 132 Elvok 99 133 Elysian 100 Roll 1d100 again, and add 100 to the result 101 134 Mutant ex Space Mutants 102 135 Evok 103 136-137 Element Men 104 138 Gargoyle 105 139 Gleanon 106 140 Gnoll 107 141 Gorgan 108 142 Gray One 109 143 Groll 110 144 Harpy 111 145 Ice Thief 112 146 Ice Troll, large 113 147 Ice Troll, small 114 148 Gnome, Invisible 115 149 Kex 116 150 Klybian lizard man 117 151 Koala people 118 152 Kroom 119 153 Kulatak 120 154 Gofo's Lava Men 121 155 Leonat 122 156 Lion person 123 157 Magicat 124 158 Makkinak 125 159 Manchine 126 160 Merlantean 127 161 Mole-person 128 162 Monstroid 129 163 Moss person 130 164 Mound person 131 165 Mountain elf 132 166 Myte 133 167 Nerb 134 168 Nerlin 135 169 Ogre 136 170 Panther man 137 171 Swamp people 138 172 Pixie 139 173 Polterite 140 174 Qadian ex Chief Carnivus 141 175 Reptile Man 142 176 Reptile Man of The Sands of Time 143 177 Repton ex Kobra Khan 144 178 Rock creature 145 179 Rock person 146 180 Sea person 147 181 Selkie 148 182 Skylander 149 183 Snow Dwarf 150 184 Spinner 151 185 Torc 152 186 Troll 153 187 Twigget 154 188 Vebex Rock man ex Callix 155 189 Vizepian 156 190 Whisp 157 191 Wolf person 158 192 Wuglian 159 193 Zummi-bee 160 or more 194 or more Roll again from the beginning of the chart.

ETERNIA ONLY TYPES

ETHERIA ONLY TYPES

SPACE TYPES

Preternian Types Torlocks

Ape Clan

Snake Clan

Types descriptions All the descriptions follow the same format. First is a description of the type itself and what's known of it. After that follows several sections. Abilities describes what Ability score bonuses that Type get. Equipment describes what equipment a starting character has access to and what the character can use. These are described by Technology level which are detailed in the Keeper's section of the book. A higher level means it's more sophisticated and advanced. Normal equipment can be used by anyone who understands it. Magical equipment and technological equipment might have restrictions with the most common usage restriction is belonging to the correct species. For example some of Eternias ancient technology only responds to the species native to the planet. Starting equipment is only concerned with the equipment listed in the equipment chapter later. A character can have and use any type of special equipment chosen or rolled as a Specialty regardless of normal limitations. The equipment section is based on what's most common for a certain species. If you want your character to have an atypical background, talk to your Keeper, or try the Special Origin Specialty in the Specialties step. Options describes additional choices for your character, usually making you chose one option from a list of several choices. Andreenids ex Buzz-Off This is a race of humanoids that resemble bees. They have their own civilization, a queendom with a high standing culture, and they are generally law abiding and friendly. The queendom of Andreeno lies in the Mystic Mountains and neighbours Avion, a country with which they have a history of distrust. Today they are allies through the Eternian Council, a small alliance of realms opposed to the demon Skeletor. They can use both new and ancient technology and commonly have access to technological items like cybernetic wings and helmets. FILMATION: Source canon. Just called Bee People. MYP: Most Andreenids come from the city (and country) of Andreenos in the Mystic Mountains. They are distrustful of others and had a rivalry with the Avions. They are a part of the Council of Eternia. MOTUC: The Andreenids were isolationists and neutral until Skeletor's plans threatened them. Abilities: Agility +1, and add +1 to either Quickness, Intelligence or Looks. Ability to fly: Natural or technological. Able to hover. Type Options: Choose one of the following: Offensive close combat weapon: Stinger, Natural or technological Offensive close combat weapon: Stunner, Touch weapon, Natural or technological Offensive ranged weapon: Stinger ray, Technological Silent aerial movement Hived mind (can telepathically contact other andreenids within range) Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment: Any normal equipment, modern technology and common ancient artifacts. Andrillions Andrillions are the single intelligent humanoid species of the planet Andrill. They are about a head or two shorter than most other known humanoids with proportionally larger heads and pointed ears. Their planet has an atmosphere that corrodes metal so the andillions have developed their technologies using other materials. They are a spacefaring species known for their powerful weapons. Like many other civilizations they have a mix of the medieval and the really high tech. Buildings and food are late medieval, clothes early industrial and weapons, vehicles, communication and protection is of the atomic age. UK Magazine: Source canon. Abilities: Intelligence +1, and add +1 to either Quickness, Agility or Looks. Immune to acids. Type Options: Choose one of the following: Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment: Any normal equipment, modern technology and common ancient artifacts. Aquaticans Aquaticans are humanoid fish who live in domed air-filled undersea cities in the Harmony Sea. They are ruled by a royal family under princess Navi. To most land living people the existance of this species and its civilization is a legend. Aquaticans in general are distrustful of surface beings. Aquaticans have light blue or green skin with a green fin on men. Hair colors are green, blue, purple and hot pink, which turns white with age. While most of their technology is late medieval, they have access to some technological equipment such as beam firing tridents, and electronic and mechanic machines control some of their infrastructure. Because of their location a lot of their technology is based on the use of sea creatures. FILMATION: Source canon. Hair colors are hot pink and white. Abilities: Agility +1, and add +1 to either Quickness, Intelligence or Looks. All aquaticans can swim. Type Options: Choose one of the following: High pressure adaptation. Underwater breathing. Cold resistance. Starting equipment: Choose any one weapon, one type of container for carrying stuff and 300 silver pieces to buy additional equipment for. Equipment: Any normal equipment, modern technology and common ancient artifacts.

Auriconians Auriconians mostly live in the Kingdom of Auriconia in the Etarnian Ice Mountains. They are a species of short, rodent like humanoids with hot pink skin and tails. They have short horns which protrutes from their hair, which is usually brown UK World Annuals: Source canon. Abilities: Agility +1, and add +1 to either Quickness or Looks. Type Options: Choose one of the following: Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment: Any normal equipment, modern technology and common ancient artifacts. Beast-Men ex Beast-Man Beast-men are an unique race of agile, ape-like humanoids that mostly inhabit jungles and forests. Their fur and hair is orange. They usually live in small tribes, can use most ancient technology, and are strong but not too bright. The tribes are usually governed either by the strongest (a war-chieftain) or the eldest/wisest. Usually the tribes are primitive and fearful of what they don't understand so flashy technology and magic is something they avoid. The color of the hair and fur differs according to region but is usually pretty bright. Primary colors are common, and is usually something that sticks out from the environment. Dull or dark colors are uncommon and pale colors rare. Most eye colors are in contrast to the fur. Northern tribes are more warlike and organized under strong leaders, and tend to use primitive equipment. Around the equator the tribes seldom use equipment and are organized into large family groups led by an elder in peaceful times, and a strong leader in wartimes. In the south they use equipment and are usually led by elders. Where available they live in or near ruins that offer shelter from environments or predators. Early DC: Beast Men propbably liven near the Mystic Mountains. GOLDEN: Beast Men had feline heads and were minions of . Abilities: Strength +1, and add +1 to either Agility, Strength, Quickness or Endurance. A beast-man has thick claws on their hands and feet, and sharp teeth enabling them to use them in close combat. Type Options: Choose one of the following: Powerful claws, powerful fangs, dextrous feet, clawed feet, camouflage fur, thick skull, ridge horns, stealthy. Starting equipment: Choose any two weapons from this list: Spear, club, whip, bow, knife, sword, net, bola, staff. You can have a rope and a primitive container to carry stuff in. Equipment: Any normal primitive equipment.

Dinoreps Human ex Teela, Man-At-Arms, Triklops Humans can be any color from bleak earth tones to neon orange or blue. Some small cosmetic differences also exist like the size of the eyes, or pointed ears and the like.They are common in large parts of the universe, can use all ancient technology and are usually civilized. Some groups of humans have their own names like the blue-skinned Gar but there's no real difference between them other than the cultural specifics. This is a list of known cultures: Gar Silaxians Tree people Cat-Niks Stone people Beast Warriors/Protectors Cave Dwellers of Viev Arcadians Beast protectors Flower people Helioans Primans Serulan Snow people Torg Abilities: Humans get no ability bonuses, their main advantage is the ability to use almost any equipment, and the fact that belonging to the most widespread species, most everything is suited to them. Starting equipment: Choose any one weapon and one type of container to carry stuff according to your technology level (see below) and 100 silver to buy additional equipment for. Equipment: Any not locked to a specific other species. Type Options: Roll, or choose your cultural background: Hunter-gatherer Primitive Classical Medieval Renneissance Modern Futuristic Arachnids (Spider-men) ex Webstor Spider-men, or arachnids, are a common name for several closely related humanoids with spiderlike characteristics. Most have several sets of eyes, more limbs than the average humanoid and some have the ability to spin webs. Cultures vary from solitary families to large realms and levels of technology also varies. They can use modern technology but not ancient technology that has biorecognition. MOTUC: One of the ancient races of Eternia, driven underground after a losing war against the snakemen. Abilities: Agility +1 Add +1 to Strength, Agility, Quickness or Intelligence Type options: Close combat weapon: Stinger, claws or fangs. Web: sticky, constrictive, swinging Fangs, poisonous Eyes in the back Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment: Any normal equipment, modern technology and common ancient artifacts. Shapeshifter ex Modulok, Catra There are several different types of shapeshifters. Some alternate between two forms, others can assume any form with about the same mass. Some can change as many times as they like and others can only change under certain conditions. Basically a shapeshifter has a normal natural form and that form's mental capabilities are retained across any form. You construct your shapeshifter from the following options. You have 6 points to buy options for. Abilities: You get no bonuses but your physical Ability scores can be rearranged freely across forms. In the new form you gain any common Option the species has at the same level as your level of Shapeshifting is. You can use one uncommon Option at the same level as your shapeshifting. A shape is always physical unless certain options are chosen. Type options: Many forms: 3p. You have one natural form and then several other forms you can change into. When creating your character you start with 4 forms. You can level this option up and at the highest level have 10 forms. Two forms: 1p. This is the basic version, you have a natural form and one you can change into. Unlimited shape shifting: 6p. This is the most powerful version of shape shifting, allowing your character to change into anything with roughly the same mass. Equipment change: All of your carried equipment becomes part of your new form. At the next level, you choose which equipment becomes part of you and what retains its shape. At the highest level, you can carry twice your maximum strength in the new form along with you, but the extra mass must be incorporated. Special conditions: This is a limiting options that give you extra points.You may come up with other conditions than those present here and your Keeper decides if they are approved and the cost. Involuntary change: You don't control when you change, instead something triggers it. Examples: Change occurs when night comes, change occurs when afraid, change occurs when unconscious, change occurs when exposed to cold water. Think it through. The more inconvenient the involuntary change is, the more points it is worth. Inconvenience should take into account both if the other form is something undesireable, and if the circumstanses will be frequent. For example if the other form has a very undesireable personality and occurs every night, that makes it a 2 pointer where as if both forms are equally good it would be worth 1 point. Up to 4 points extra can be gained this way. Personality change: The new form is a distinct individual with its own manners, name and (if used) skills. You gain 1 point if the personality change is to a positive type of character and 2 points if its an undesireable type of person. It is highly recommended that undesireability not be in the form of something unproductive like a desire to attack other characters but rather something that's inconvenient for an adventurer like cowardice, clumsiness and so on. Limited shape: The shape itself is limited in some way, for example you may retain its own voice, or only be able to change into different looking versions of the same species, or one of the forms can't talk. Maybe there's a limit to how many times you can change in a day? Can give from 1-4 points. Always talk to the Keeper for approval. Normal species: You can change but only into existing types of species. (That is any of the others that are organic, in this section.) Higher Abilities: With this option you get more points to distribute into your other form. For every 1 point in this option you gain 4 points extra. You can not raise Intelligence. Expert changer: 1p. With this option, when changing into something that itself has organic Options, like wings, you are able to have one of their options at one level higher than your shapeshifting Option. This Option can be bought several times, each time allowing for one Option being higher. You can not add them together and make one Option 2 levels higher. Masterful changer: 2p. This does the same as above, only the new forms Option becomes 2 levels higher. This can also be bought several times. Less mass: 1p. Your other shape or shapes can be less than your normal one. Level 1 gives half, 2 one tenth and 3 one hundredth. More mass: 1p. Your shape or shapes can be more than your normal one. Level 1 gives double, 2 5 times and 3 10 times. Mass mastery: 3p. Combines the two above. Intangible form: 1p. Your shape or shapes can become intangible. Everyone sees you but they can't interact physically with you and you can't interact with them or the environment. At level 2 you can interact with the environment. Invisible form: 1p. The shape or shape is invisible. At level 2 it is also totally silent if you wish it. Elemental form: Your shape or shapes can change the very matter you are made of. An element in this game is any common metal, common rock type, common organic substance, earth, air, fire and water. 1 p if one specific element, 2 p for up to 4, or 4 p for any. Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment: Any normal equipment, modern technology and common ancient artifacts. Bird-men Bird-men is a common name for several closely related humanoids with birdlike features. Most have claws and beaks and most have wings. They are generally civilized but tend to lag behind humans in technological advancement. Most live in high altitude areas like mountains. They can't use ancient technology with biorecognition. Abilities: Endurance +1, and add +1 to either Agility, Quickness or Looks. Type Options: Beak, claws, wing buffet, flight Projectile wings Clawed wings Hawk eyed Sleeping flight Hover Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment: Any normal equipment, modern technology and common ancient artifacts.

Avionians ex Stratos Avionians are a species of furry humanoids organized into a kingdom that live in high mountains on Eternia. They are highly advanced technologically and culturally. They are adapted well to their high altitude living but most have lost their natural wings. Avion is ahead of the Kingdom of Eternia when it comes to technology available to the common people and society, but they do not have anyone of Man-at-Arms knowledge and skill. While not really a bird-man species they tend to identify more with their fellow winged high altitude living beings than ground walkers. Early DC: Not all can fly. Mini-comics: Avions are called bird-people, and all have the flight ability as long as an artifact called the Emerald Staff of Avion is in Avion. FILMATION: All have the flight ability as long as they dont spend prolonged periods far away from an artifact called the Egg of Avion. German audio: Not all can fly. MYP: Stratos and Hawk built Avion after most of their species were killed by an unknown other species. Abilities: Agility +1, and add +1 to either Quickness, Strength or Endurance. Type options: Real wings, high altitude adaptation, immune to cold, flight, hand rays, Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment: Any normal equipment, modern technology and common ancient artifacts. Cat Men ex Kittrina The Cat Men are humanoid felines that have their own kingdown, currently ruled by King Paw. Their level of technology is just under Eternias. Abilities: Agility +1, and add +1 to either Quickness, Intelligence or Looks. Type options: Fangs, claws, prehensile tail, heightened smell, night vision camouflage fur Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment: Any normal equipment, modern technology and common ancient artifacts.

Goblins ex General Tataran Goblins are short, grey skinned humanoids that place high value on military technology. Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Night vision tough skin fangs claws Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment:

Crustacean-men ex Clawful Crustacean-men is a common name used for all crustaceanlike humanoids and some more animal like but intelligent species. They are usually organized in tribes, cities or realms and have a lower level of technology than humans. They can use all technology except ancient tech that uses biorecognition. One specific race of crustacean-men are the karikoni, detailed below. Abilities: Strength +1, and add +1 to either Agility, Quickness or Strength. Options: Claws, pincers, mandibles, armour, high pressure adaption, underwater breathing Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment:

Karikoni The Karikoni is the specific crustacean-men that Clawful comes from. Generally a peaceful race. Abilities: Strength +1, and add +1 to either Agility, Strength or Endurance. Options: Claws, pincers, mandibles, armour, high pressure adaption, underwater breathing Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment: Snake-men ex Tung Lashor Snake-men generally refer to a series of bioengineered humanoids based on existing eternian snake species. There's also another series of snakelike humanoids that evolved naturally. The main difference is that all of the former pledge allegiance to Serpos, a snake god, and are organized into an expansionist civilization under the leadership of King Hiss, while the other snake men are usually unaligned tribes. While they can't use ancient technology with biorecognition they can use all other technology and they have access to some unique technology of their own. Most of the Serposaligned snakemen have venoms that are distributed through teeth, through the skin or through spitting. Abilities: Quickness +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Poison injected, secreted, spit, fangs, constriction, cold blood, fast attack, camouflage pattern Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment:

Lizard-men ex Whiplash, Fang-Man Lizard-men are a series of related species. Most are fully humanoid, but most retain their tails. Most species are subterrenean but they are found throughout Eternia except in the colder climates. They are able to use all technology from all eras. They have a unique ability to heal quickly and even regrow lost limbs. Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Prehensile tail, armor, cold blood, camouflage, spines/horns, suction Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment:

Spriggans Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment:

Howls ex Kowl Howls are a species of small humanoid owl like individuals. Their wings have evolved to cover almost their entire sides making it look like giant ears. While some have dull colored furs that aid in camouflage others have bright colors. Abilities: X +1, and add +1 to either Agility, Quickness, Endurance, Intelligence or Looks. Options: Camouflage pattern, flight, night vision Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment: Trollans Trollans are small humanoids with light absorbing skin, an innate ability to hover and use magic. They come from the Timeless dimension of Trolla where they are the dominant species. The magic of Trolla is so different from that of Eternia and most other dimensions that it's very hard to use it correctly outside their dimension. Abilities: Quickness +1, and add +1 to either Agility, Quickness, Strength, Endurance or Intelligence. Options: Good at magic, high amounts of magic Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment:

Lookee Small observant humanoids. Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment:

Speleans (Bat-men) ex Batros Bat-Men, including speleans, are a closely related small set of species. All are humanoid and winged. They are generally on the same level as humans when it comes to the level of civilization. Most are nocturnal but can function all times of day. To function at night they have either night vision or sonar. Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Flight, sonar, night vision, claws, prehensile feet, easily awakened, high altitude adaption Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment:

Hybrid ex Stratos A hybrid combines two species in one gaining all advantages and disadvantages. You decide how much of each part that's visible and important. For example a human-robot hybrid could be a cyborg, about the same amount of robot parts and human parts, a robot with a human brain or a human with a robot brain. Some sample hybrids are presented here. You have two options when it comes to Abilities and Options. You either get all the advantages and disadvantages, bonuses and penalties of both species, or you can give up one advantage or bonus to get rid of one disadvantage or penalty. Note that with all Ability score bonuses together a character should not get more than 2 points from the species stage. Abilities: Any ability from the two species ability but no more than 2 additional points. Options: Any from both species. Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment: The best option from the species. Fish-men ex Mer-Man There are several different species all generally referred to as fish-men. They are humanoid with many fish like characteristics. They are fast and very aware of their surroundings. They inhabit vast underwater realms and are usually civilized but territorial and warlike. Some species can't survive out of the water for long but most can breathe air and stay on land as long as they don't get too dry. They can use all types of technology except the unique snakemen tech. FILMATION: The Fish-men are not very intelligent. Abilities: Endurance +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Water breathing, high pressure adaptation, darkvision, cold climate adaption, vulnerability to dryness, slimy exterior, camouflage Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment: Any except biorecognition.

Octopus-men ex Octavia Octopus-men exist in two main variations. One is landliving and one is waterliving. The waterliving have the same limitations as fish-men while the landliving can stay underwater for about an hour at a time before needing fresh air. They have 8 limbs. On the landliving versions four are tentacles and sit on the back, while on the waterliving the legs are tentacles too. Abilities: Agility +1, and add +1 to either Agility, Quickness or Strength. Options: Water breathing, high pressure adaptation, darkvision, ink spray, ink cloud, multiple limb usage, beak, slimy exterior Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment:

Beetle-men One of several variants of insect men beetle-men have a thick carapace instead of a skeleton and either possess wings enabling them to fly or some sort of offensive ability like horns, or gas spraying. Abilities: Strength, and add +1 to either Agility, Strength or Looks. Options: Flight, mandibles, armour, missile projection, Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment:

Mongrel-men ex Mantenna Mongrel-men combine 3-6 different species, gaining all their advantages and disadvantages. They can either be a real species combination or be used to create a character that isn't possible with any other species or hybrid. The rules regarding abilites and attributes are the same as for hybrids. Abilities: The total bonuses should not be more than 2. Options: Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment: The best equipment list applies. Half-Giant Half-giants are descendants of the original ancient giant civilization and usually live in those ruins. They're a good compromise if you want to play something big. They can use all types of ancient technology. Abilities: Strength +1, and add +1 to either Strength or Endurance. Options: Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment:

Giant Civilized giants were fairly common early in Eternia's history but today they are far between and usually very uncivilized. On other places in the universe it varies. While giants are very powerful, ask your game master if they're allowed. It's not a balance reason, their size makes it impossible to go several places the others can, and use items the others can, making it hard for the game master to create adventures. Abilities: Strength +4, and add +4 to either Strength or Endurance. Options: Extra arms, rock hard, ginormous strength Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment: Any that's the right size.

Centaur ex Sagitar Centaurs are a catch-all description of a being with a humanoid torso and upper body and the lower part of some sort of beast. In a real centaur's case this is a bull, but it can be anything. Some variations have official names like mermaids. They recieve the bonuses and penalties of both species, just like a hybrid would. Some examples: Lower part horse, upper part human (centaur), lower part lion, upper part human (sphinx). Abilities: Strength +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment:

Intelligent beast ex Battle-Cat Several beasts whose counterparts on Earth are unintelligent possess high intelligence on Eternia and other planets, from talking Eternian tigers to sentient birds. The main drawback is an inability to use items that are made for humanoids which generally keep their technology level to early stages. Equipment can be specially made for the character at start if the game master allows it, or during play. Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Prehensile body part, transformation. Other, think about the animal and what it should have. Equipment: Element-man ex Icer Every Eternian element have evolved some sort of sentient species, therefore there are rock-men, humanoids of living ice and so on. They are all invulnerable to their own element and take damage from other elements as shown beneath. There are few general similarities between the various element-men, except that most of them are primitive. Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Elemental protection, elemental form, elemental attack, blend with element, teleport through element Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment:

Robot and Androids ex Roboto and Faker A robot is an intelligent machine. New robots are very rare on Eternia but are common on other planets. Most robots will be from other planets or old robots reactivated in some way. Robots have an innate knowledge of all things technical but are unable to use magic or any magical items that needs a living wielder. An android is a robot designed to mimic living beings to various degrees. Therefore they have hearts, lungs and so on even though it is all artificial. Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Eternal power source, living species looking, self-repairing, transmorphable, flight, hover, weaponized Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment:

Calligars ex Whiplash Calligars are a species of humanoid lizardmen with powerful tails. They live mostly underground having their own kingdom in a series of caves on Eternia. Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Prehensile tail, armour, spikes/horns, fangs, camouflage Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment:

Flogg Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment: Jungulian ex Grizzlor Grizzlor's species are usually friendly and pacifistic. Mini-comics: Once thought a myth. Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Fangs, claws, insulating fur, camouflage Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment:

Fertile plains dwarves ex Gwildor This species of eternian dwarves are rarely seen, usually living apart from others and working on whatever they enjoy. Mostly they tend to focus on technology. Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment:

Hordak Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Technoorganic, sonar Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment:

Icer It is unknown if this is a species or if the one known example, Icer, was unique. In any case it is similar to any element-man species. Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment:

Karatti Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment:

Karg Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment: Leech Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Life leech, suction, fangs, water breathing Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment:

Mosquitor Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Strength leech Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment:

Lion Men ex Chief Carnivus Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Fangs, claws, keen smell, prehensile tail, night vision Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment:

Rebrunk Nurus ex Mantenna Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Keen hearing, keen sight, multiple limbs Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment:

Merpeople ex Mermista Merpeople are not to be confused with Fish-Men. Merpeople are a species of magical human-fish hybrids most commonly called mermaids. They can change their lower body to be similar to that of a fish or to look like the bottom half of a human. Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Tailpart, water breathing, high pressure adaptation, transformation Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment: Optikk Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Night vision, far vision, x- ray vision Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment:

Plundor is a race of humanoids with brightly coloured fur who resemble earth rabbits to a degree. They are technologically advanced. Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Fangs, keen hearing Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment:

Sagitar Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment:

Scorpion people ex Scorpia Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Pincers, stinger, carapace Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment: Silaxian ex Huntara Silaxians are a race of purple skinned humans who evolved on their planet of Silaxia from early humans, giving them certain adaptations. Their culture values combat proficiency highly and they train from a young age. In general their technology level is late medieval but they've come a long way in weapons technology where they can manufacture energy weapons. Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment:

Slush-Head An amphibian race. Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Weakness to dryness, water breathing, high pressure resiliance Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment:

Zodak A race of galactic enforcerers dedicated to Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: No need to breathe, immune to heat, cold, Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment:

Goat-Men Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Horns Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment:

Spikor Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Hard skin, thorns Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment: Meteorb Meteorbs are a group of races united by the fact that they can transform into meteor-shaped spheres and fly through the air and through space. They are advanced replicating robots of unknown origin. Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Animal form, no need to breathe, self reparation Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment:

Rock people ex Stonedar The Rock people is a species of humanoids with a thick stonelike carapace on their back, and on the back of their arms, legs and head. They can crouch to create a meteorlike form in which they can fly through air and space. They are highly advanced. Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Armour, radar Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment:

Star beings ex Jewelstar The will of the universe given form, star beings are usually female in form and how they see themselves. The specific form taken is decided depending on who they will interact with. Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: No need to breathe, resistance to cold, resistance to heat Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment:

Scareglow ex Scareglow A scareglow is a ghostlike spirit which can make itself corporeal or non-corporeal at will. Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Night vision, turn invisible Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment:

Dragon-Man ex Draegoman Dragon-Men are a race of humanoids who share some common traits with dragons. Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Flight, fire breathing, armour Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment: Corporeal spirit ex Castle Greyskullman A corporeal sprit is a noncorporeal form that inhabits solid matter. They can either be used to animate specific suits of armor, statues and the like or take control over physical bodies or physical matter like sand. A spirit created to have a specific body is released if it's destroyed and can chose to remain, dissolve or move on to another dimension. A spirit without a specific body have the same choices when a body is destroyed, or it can just simply inhabit another one. In spiritform a spirit can't usually interact with the living world. Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Spritform interaction Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment:

Infinitians Skull-Men are a species of blue skinned demonic humanoids with skulls for heads. The most famous one is Skeletor. Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: No need to breathe, night vision, claws Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment:

Cyborg ex Rio Blast A cyborg is a hybrid of organic and technological parts, such as a human with a artificial arm. Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment:

Minotaurs A minotaur is a humanoid with a bull's head. Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment:

Harpy ex Hunga A harpy is a humanoid that looks like a cross between a human and a bat or bird. Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Flight, sonic shriek Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment:

Kulatak ex King Chooblah Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment: Callix race Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment:

Kobolds Kobolds are purple scaled humanoids with blue faces. Their bodies have several spikes and a row of plates jutting out from their spines. Some of them have allied themselves with evil villains. Very little is known about them. Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment:

Gargons Gargons are grey furry humanoids with green beaks and yellow eyes. They are on the same level of civilization as Eternia. Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Wings, high altitude adaptation Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment:

Widgets Widgets are small stocky humanoids with unsually large feet. Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment:

Orks Mini-comics: Orks are a race of small dark pink creatures. FILMATION: Orks are a race of beige gray stocky humanoids. They are more advanced than most other species on Eternia, especially when it comes to warfare. Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment: Ilkorts Ilkorts are primitive beastly humanoids with yellow orange fur. They have two spiky horns on top of their heads and four large fangs in their mouths. Known ilkorts are barbarians. RPG: An offshoot of the beast-man species. Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment:

Rock Men Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Armor Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment:

Tree People Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment:

Tycons Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment:

Treeprechauns Short, small humanoids. Generally good, but cautious and mischevious. Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Equipment:

Saurians ex Saurod Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for.

Beast-Man like Skeletor underlings from The Power of Point Dread Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for. Gnolls Abilities: X +1, and add +1 to either Agility, Quickness, Strength, Endurance, Intelligence or Looks. Options: Starting equipment: Choose any one weapon, one type of container for carrying stuff and 100 silver pieces to buy additional equipment for.

Belots

Bibbets

Bridlings

Centaurs

Stone creature from Into the Abyss

Filmaliens

Amders

Ghost ex Antiworld spirits

Ape-let

Belot

Bendari

Bridling

Cat-Nik

Dinorep

Dwarf

Elf

Elvok

Elysian

Mutant ex Space Mutants

Evok

Element Men

Gargoyle

Gleanon Gnoll

Gorgan

Gray One

Groll

Harpy

Ice Thief

Ice Troll, large

Ice Troll, small

Gnome, Invisible

Kex

Klybian lizard man

Koala people

Kroom

Kulatak

Gofo's Lava Men

Leonat

Lion person

Magicat

Makkinak

Manchine

Merlantean

Mole-person

Monstroid

Moss person

Mound person

Mountain elf Myte

Nerb

Nerlin

Ogre

Panther man

Swamp people

Pixie

Polterite

Qadian ex Chief Carnivus

Reptile Man

Reptile Man of The Sands of Time

Repton ex Kobra Khan

Rock creature

Rock person

Sea person

Selkie

Skylander

Snow Dwarf

Spinner

Torc

Troll

Twigget

Vebex Rock man ex Callix

Vizepian

Whisp

Wolf person Wuglian

Zummi-bee

Common trait descriptions Wings: Flying, gliding, hovering. Speed, durability, regeneration, protective, offensive, razor sharp, ranged offensive, camouflaged. Claws: Claws are robust and sharp and usually on a characters hands or feet but they can also be on the ends of tentacles or tails for example. Claws add damage if used, and they have a durability value depending on the material. Fangs: Fangs are sharp teeth, with or without canals for injecting venom. Stingers: A stinger is a sharp tip which is usually at the end of a movable part of a characters body like the end of a tail. The stinger does damage in and of itself but it usually has a second function like delivering poison, shooting streams of acid and so on. Sprays: A spray is a coneshaped stream, usually of a liquid of some sort. Breaths: A breath is an attack that can be formed to either make a spray, a cloud or a ray. Clouds: A cloud is a wide, billowing attack that covers an area. Rays: A ray is a narrow focused attack. Silent movement: Silent movement means there's no noise generated by the movement. No need to breathe: The person doesn't need to breathe at all. Night vision: The person can see just as well during the night as during the day. Camouflage: There are two versions of camouflage, active or passive. The active matches color to blend into any background and the passive is designed to blend into specific backgrounds. Both make the character harder to spot.

Type option descriptions Many Type options are also Specialties and work the same with some exceptions. All Specialties are explained in the next Chapter while those that are unique are explained here. Bolts, cones, clouds, streams and rays are explained in the Specialty Offensive and elaborated on in the Playing the Game chapter.

Flight This works as the Specialty Flight. You get your movement rate as the speed instead, if it is higher than what the Specialty would give.

Ink: This option allows the user to spray ink as a bolt, ray, cone or cloud. Lowers a beings vision if it's hit with it which means a penalty disadvantage to anything that needs vision. As long as the liquid is untreated subsequent hits will not have any effect. Level 1: Roll 1d6 for the disadvantage. As long as the liquid is untreated subsequent hits will not have any effect. It takes an action to wipe it away. Level 2: Roll 1d8 for the disadvantage. As long as the liquid is untreated subsequent hits will not have any effect. It takes an action to wipe it away. Level 3: Roll 1d12 for the disadvantage. As long as the liquid is untreated subsequent hits will not have any effect. It takes an action to wipe it away. Level 4: As long as the liquid is untreated subsequent hits will not have any effect. It takes two actions to wipe it away. Level 5: As long as the liquid is untreated subsequent hits will not have any effect. It takes four actions to wipe it away. Sleeping flight A being with this option might sleep while flying, choosing to either fly in a certain direction, or to fly in circles above a small area.

Spit Spit is either a bolt or ray of liquid. It will lower a beings vision if it's hit with it. Rolld 1d4 for the disadvantage. As long as the liquid is untreated subsequent hits will not have any effect. It takes an action to wipe it away. There might be other additions to the spit like poision or corrosion for example. That will be in description if so.

Wing buffet You can create powerful winds with your wings that can knock people down, send loose things flying and stop beings from moving towards you. Your wings have the same strength as your Strength Ability which is used to determine the effect. See the section on Elemental Air attacks for specifics.

Claws This works as the Specialty Claws.

Flying, gliding, hovering. Speed, durability, regeneration, protective, offensive, razor sharp, ranged offensive, camouflaged.

Fangs This works as the Specialty Fangs. Fangs are sharp teeth, with or without canals for injecting venom.

Hover Hovering is the ability to stay still while flying. This negates any penalties or bonuses from regular flying. Some beings are limited in how far above the ground they might hover, and how steep an incline they can hover over. This will be detailed in their description.

Stingers A stinger is a sharp tip which is usually at the end of a movable part of a characters body like the end of a tail. The stinger does damage in and of itself but it usually has a second function like delivering poison, shooting streams of acid and so on. Any being equipped with a stinger can choose to do less damage, down to a minimum of 1. There is more information on lowering damage in the Rules chapter. Level 1: The base damage is 1d4. Level 2: The base damage is 1d6. Level 3: The base damage is 1d8. Level 4: The base damage is 2d6. Level 5: The base damage is 5d10.

Cone A cone is a coneshaped stream, usually of a liquid of some sort. If it is a liquid, it will lower a beings vision if it's hit with it. Roll 1d4 for the disadvantage. As long as the liquid is untreated subsequent hits will not have any effect. It takes an action to wipe it away. Cones, clouds, bolts and rays are explained in the Specialty Offensive and elaborated on in the Playing the Game chapter. Breaths A breath is an attack that can be formed to either make a cone, a cloud or a ray. Cones, clouds, streams and rays are explained in the Specialty Offensive and elaborated on in the Playing the Game chapter. The sources that the attack is made of can be fire or water.

Rays A ray is a narrow focused attack. Cones, clouds, streams and rays are explained in the Specialty Offensive and elaborated on in the Playing the Game chapter.

Silent movement This works as the Specialty Quiet.

No need to breathe This works as the Specialty No need to breathe.

Night vision The person can see just as well during the night as during the day.

Camouflage There are two versions of camouflage, active or passive. The active matches color to blend into any background and the passive is designed to blend into specific backgrounds. Both make the character harder to spot. The active version works as the Specialty Chameleon. Passive camouflage is detaled below. Camouflage works for one type of environment which must be chosen from the start. Normally it's of the type were your character lives. Level 1: You are one difficulty level harder to spot while moving normally and two difficulty levels harder to spot if standing still. Level 2: You are 2 difficulty levels harder to spot while moving normally and three difficulty levels harder to spot if standing still. Level 3: You are 3 difficulty levels harder to spot while moving normally and four difficulty levels harder to spot if standing still. If moving fast you are 1 difficulty level harder to spot. Level 4: You are 4 difficulty levels harder to spot while moving normally and four difficulty levels harder to spot if standing still. If moving fast you are 2 difficulty level harder to spot.You also conceal one or more beings as long as they are behind you and smaller than you. Level 5: You are impossible to discover even if people know where to look. They will discover you if they physically feel around for you.

Immunity Immunity means you can not be hurt by a damage source. The sources are as follows: Air, fire, earth, water, electricity, magic, dark magic, poison, plant, psionic, fatigue, disease, metal, stone, plastic, glass, physical. It might also be a specific type of beings such as demons, dragons, insects and so on.

Resistance Immunity means you have some sort of reduction to the damage done by a specific damage source. Level 1: 5 points Level 2: 10 points Level 3: 20 points Level 4: 35 points Level 5: 50 points. Natural armor Armors negates a certain amount of physical damage. Natural armors include carapaces, skins, hides, thick furs, bone and living rock. Inorganic beings such as robots usually have armour made out of a artificial material, but the amount of damage it negates is the same. Level 1: 5 points Level 2: 10 points Level 3: 20 points Level 4: 35 points Level 5: 50 points.

Prehensile body part

Blend with element Teleport through element Transformation Ginormous strength Extra body parts Missile projection Multiple limb usage Slimy exterior Easily awakened Sonar Radar Good at magic High amounts of magic Suction Fast attack Cold blood Constriction Beak Horns Poison Web Hived mind Stinger ray Touch weapon Sonic attack Gas Spiritform interaction Bludgeoning body part Technoorganic Weaponized Living being looking Eternal power source Mandibles Pincers PROFESSIONS Profession are the catch all term for jobs, titles and different types of education, anything the character has spent considerable time doing. They give you additional Options for skills as well as additional bonuses to your Abilities. A profession explains what your character have been doing up until your adventures starts. It determines what additional equipment and resources your character starts with. This list is pretty large but in case you can't find any that fits there's a section on creating your own profession after the descriptions. Almost all professions have variants which are detailed in the descriptions. A cook can just as well be a specialized winemaker or pastry chef. Since this game encompasses a very wide set of cultures and technological settings, the meaning, titles and what exactly a profession entails also varies. The professions names are based on a medieval setting, with more modern or primitive versions and variants behind slashes.

Random profession: Roll 1d100 in the column that the Keeper has decided on.

Eternia and Etheria Weighted Eternia and Etheria Spacefarers Preternia and similar

1 Actor ex Man-e- faces 2 Alchemist/Chemis t/Scientist 3 Archeologist ex Melaktha 4 Architect 5 Artist 6 Astronomer/Astrol oger 7 Barber/Stylist 8 Bard/Music artist ex Songster 9 Beautician 10 Clown/Jester/Com edian ex Orko 11 Cook/Chef ex Chef Allen 12 Driver ex Shield Maiden Sherrilyn 13 Engineer/Technici an ex Man-at-arms 14 Farmer 15 Finesmith 16 Firefighter ex Snout Spout 17 Guard ex Clamp Champ 18 Guardian/Bodygu ard ex Sy-Klone 19 Herald/Journalist/ Postman ex Scrollos 20 Herbalist 21 Hunter ex Triklops 22 Illusionist 23 Innkeeper 24 Jeweler 25 Knight ex Sir Laserlot 26 Lawyer 27 Magician/Wizard ex Madame Razz 28 Mechanic/Repair man ex Brush- Mender 29 Mortician 30 Noble ex Count Marzo 31 Priest/Cleric ex Nephtu 32 Pilot ex Sky High 33 Sailor ex Sea Hawk 34 Sage/Scientist/His torian/Professor 35 Smith 36 Soldier 37 Spy ex Mantenna 38 Tailor 39 Teacher ex Dekker 40 Trader/Merchant 41 Two professions 42 Unskilled laborer 43 Warrior/Gladiator ex Karatti 44 Woodworker 45 Dentist ex Mo- Larr 46 Acrobat/Gymnast ex Acrobad 47 Ambassador/Diplo mat ex Bimo 48 Mayor 49 Bounty Hunter 50 Writer/Novelist/Se cretary 51 Storyteller 52 Wagonmaster/Car avan Master 53 Doctor/Healer Explorer/Traveller ex Frit

Evil professions These professions are detailed in the Keeper's section and are only an option if the Keeper allows it. Bandit Con man Pirate ex Ditztroyer Assassin Grave robber Burglar Bounty Hunter ex Cy-chop Thief ex Kronis Highwayman Warlord Guard As a guard, you were a soldier specialized in defense of an area or a person. You learned to be observant, and you were trained in the use of personal arms, of large weapons, and defenses. Abilities: +1 to either Strength, Quickness or Intelligence Skills: 5 points to distibute on hand-held weapons 5 points to distribute on large weapons 5 points on tactics Alertness Natural Fighting Close-Quarter Fighting Observation Danger Sense Siegecraft Endurance Tactics Gunnery Weapon Loader, Ballista Intimidation Weapon Loader, Catapult Iaijutsu Weapon Loader, Jettison Light Sleeping Weapon Specialization Law Zero Gravity Combat Leadership Housing: Your choice of common housing. Equipment: A complete set of the weapons and armor you wore as a guard and any additional weapons you are skilled in.

Guardian A guardian is similar to a guard, but more tied to an ideal, or a very specific place. A guardian is trained in the use of personal arms and defenses, plus unarmed combat and defense. Abilities: Add +1 to Strength, Agility, Quickness, Intelligence or Endurance Skills: 5 points to distibute on hand-held weapons 5 points to distribute on hand-to-hand skills 5 points on tactics Close-Quarter Fighting Iaijutsu Observation Danger Sense Intimidation Religion Endurance Local History Weapon Specialization Hiding Leadership Housing: Your choice of common housing. Equipment: A complete set of the weapons and armor you wore as a guardian and any additional weapons you are skilled in.

Warrior A warrior is skilled in the art of combat, fighting solitary, or in small groups. Abilities: Add +1 to Strength, Agility, Quickness or Endurance Skills: 10 points to distribute on hand-held weapons Armor Optimization Bowyer/Fletching Endurance Hiding Intimidation Iaijutsu Leadership Medicine Observation Riding, Land-based Weapon Specialization Housing: Your choice of common housing. Equipment: A complete set of the weapons and armor you wore as a warrior and any additional weapons you are skilled in.

Hunter A hunter has learned to live and thrive in the wilderness. He knows how to hunt animals and what plants can be eaten. Abilities: Add +1 to Strength, Agility, Quickness, Intelligence or Endurance Skills: 10 points to distribute on wilderness skills (Survival, Find water, fire building) Alertness Fire Control Spelunking Animal Noise Herbalism Survival, Choose Climate Animal Lore Hiding Swimming Animal rendering Hunting Time Sense Botany Light Sleeping Tracking Bowyer/Fletcher Medicine Trail Making Danger Sense Mountaineering Trail Signs Direction Sense Navigation Trailing Distance Sense Orienteering Underground Navigation Endurance Plant Lore Veterinary Healing Fungi Recognition Rope Use Water Find Fire Building Running Weather Sense Fishing Set Snares Foraging Signaling Housing: Your choice of common housing. Equipment: A complete set of the weapons and armor you wore as a hunter and any additional weapons you are skilled in. Additionally, you can choose any and all equipment from the hunting equipment section in the Equipment section later.

Cook As a cook you know how to create great meals, pastries and drinkables from different types of edibles. Abilities: Add +1 to Agility or Quickness. Skills: 10 points to distribute on culinary skills and etiquette skills Baking Cooking Weather Sense Brewing Etiquette Cheesemaking Toxicology Housing: Your choice of common housing. Equipment: Any or all items pertaining to cooking.

Clown/Jester You are skilled in the arts of entertainment through tricks and humorous performances. Abilities: Add + 1 to Strength, Agility, Quickness, Intelligence or Looks. Skills: 10 points to distribute on entertainer skills Acting Heraldry Trick Balance Juggling Tumbling Crowd Working Jumping Ventriloquism Debate Musical Instrument Voice Mimicry Etiquette Oratory Whistling Escape bonds Reading Lips Fast talking Quick Study Housing: Your choice of common housing. Equipment: Any equipment that are part of your routine. Mechanic A mechanic is someone that handles mechanical and technological items, not including advanced electronics. Abilities: Add +1 to Strength, Agility or Intelligence Skills: 10 points to distribute on technological and creation skills Blacksmithing Diagnostics Engineering Locksmithing Observation Rope Use Technology Regardless of your background, you may use level 7 technology. Housing: Your choice of common housing. Equipment: Any equipment you need to work.

Noble As a noble you know your way around the courts and are knowledgeable about countries, governments and international law. Abilities: Add +1 to Intelligence or Looks. Skills: 10 points to distribute on Etiquette and knowledge skills Calligraphy Administration Bureaucracy Debate Diplomacy Etiquette Falconry Heraldry Hunting Intrigue Jousting Landscape Gardeining Law Leadership Musical Instrument Oratory Persuasion Poetry Reading/Writing Rulership Siegecraft Stewardship Strategy Tactics Tea Ceremony Housing: Your choice of noble housing. Equipment: Any suitable equipment, and all of it is of high quality.

Magician A magician knows of the mysteries of the universe and is able to use magic to bend the normal laws of nature. Being a magician is detailed in the Magic and psionics chapter later. Abilities: Add +1 Intelligence Skills: Astrology Alchemy Concocting Detect Illusion Detect Magic Herbalism Hypnosis Information Gathering Languages, Ancient Observation Paper Making Plant Lore Prophecy Quick Study Reading/Writing Religion Runes Somatic Concealment Spellcraft A magician chooses 5 spells that are known. Housing: Your choice of housing. Equipment: Any you need to practise your craft.

Sailor A sailor is knowledgeable about sea vessels and related skills. Abilities: Add +1 to Strength, Agility or Endurance. Skills: 10 points to distribute on wilderness skills, knowledge skills, boating, boat making, sailing, water vehicles, submarines or similar Alertness Boating Boatwright Distance Sense Fishing Gunnery Heraldry Navigation, Celestial Navigation Planetology Rope Use Sail Manipulation Seamanship Shipwright Signaling Spacemanship Survival, Choose Climate Swimming Tactics Tightrope Walking Weapon Loader, Ballista Weapon Loader, Catapult Weapon Loader, Jettison Weather Sense Zero-Gravity Combat Housing: Your choice of poor housing. Equipment:

Soldier A soldier is specialized in group combat and tactics. Abilities: Add + 1 to Strength, Agility, Intelligence or Endurance. Skills: 5 points to distribute on hand-held weapons 5 points to distribute on strategy skills. Housing: Your choice of housing. Equipment: A complete set of the weapons and armor you wore as a guardian and any additional weapons you are skilled in.

Actor An actor is trained in performing in plays, depicting fictional, real and historic persons. Abilities: +1 to either Strength, Agility, Intelligence or Looks Skills: 10 points to distribute on entertainer skills Acting Crowd Working Housing: Your choice of poor housing. Equipment:

Bard A bard is here an entertainer specialized in music or singing. Abilities: +1 to either Quickness, Intelligence, Looks or Endurance. Skills: 10 points to distribute on entertainer skills. Chanting Craft Instrument Housing: Your choice of poor housing. Equipment: One or several instruments.

Trader A trader is someone who buys goods to resell for a profit. Usually they travel through the lands selling products in one place where they're common and selling them where it's scarce. Abilities: +1 to Intelligence or Looks. Skills: 10 points to distribute on trader and etiquette skills. Administration Appraising Bartering Bargain Bribe City Familiarity Housing: Your choice of common housing. Equipment:

Farmer Farmers tend the land and keep various cattle and animals. Abilities: Add +1 to Strength or Endurance. Skills: Agriculture Animal Handling Animal Training Animal Lore Animal Rendering Blacksmithing Botany Brewing Cheesemaking Carpentry Housing: Your choice of poor housing. Equipment: Any equipment needed to farm. Up to 100 domesticated dairy, meat or fur animals

Alchemist An alchemist (or in later civilization settings chemist) knows how to create materials or liquids out of other materials. An alchemist can create everything from super glues, to strength enhancing potions. Abilities: Add +1 to Quickness or Intelligence. Skills: Astrology Alchemy Animal Lore Animal rendering Botany Concocting Housing: Your choice of housing. Equipment: Any alchemist equipment needed.

Architect An architect plans, creates and helps build buildings. Abilities: Add +1 to Agility or Intelligence. Skills: Artistic Ability Carpentry Housing:Your choice of common or good housing. Equipment:

Artist In this game an artist is a visual artist, someone who paints, drawsphotographs, films or sculpts. Abilities: Add +1 to Agility or Intelligence. Skills: Artistic ability Calligraphy Housing: Your choice of poor housing. Equipment: Any equipment needed to practice of craft.

Astronomer An astronomer (or astrologer in early civilizations) studies stars, galaxies and planets. Abilities: Add +1 to Intelligence. Skills: Astronomy Astrology Ancient History Cartography Housing: Your choice of housing. Equipment: Any needed to work Barber A barber cuts, perms, straightens, curls, colors and styles hair, and in most civilizations also shaves beards and pulls teeth. Abilities: Add +1 to Agility or Quickness. Skills: Artistic ability Housing: Your choice of poor housing. Equipment:

Beautician A beautician helps make or keep people good looking. They help with bad skin, help match hair colour and the colour of clothes, files and treats nails and so on. Abilities: Add +1 to Agility, Quickness or Intelligence. Skills: Artistic ability Housing: Your choice of common or goodhousing. Equipment:

Driver ex Shield Maiden Sherrilyn A driver is someone specialized in driving ground based vehicles. Abilities: Add +1 to Agility or Quickness. Skills: Blacksmithing Boatwright Boating Charioteering City Familiarity Housing:Your choice of housing. Equipment: Your choice of one vehicle. See the Equipment chapter for vehicles.

Engineer ex Man-at-arms Engineers are concenrned with creating machines, materials and improving existing ones. Abilities: Add +1 to Agility or Intelligence. Skills: Armorer Blacksmithing Boatwright

Housing:Your choice of housing. You gain the ability to use technology 1 level higher than your cultures. Equipment: Any needed to ply your craft.

Finesmith A finesmith is someone who works with engravings, filigree, usually associated with jewelry. Abilities: Add +1 to Agility or Intelligence. Skills: Artistic ability Appraising Housing:Your choice of common housing. Equipment: Any needed to ply your craft.

Firefighter ex Snout Spout Firefighters are trained in combating fires. Abilities: Add +1 to Strength, Agility, Quickness, Intelligence or Endurance. Skills: Alertness Blind-Fighting Balance City Familiarity Housing: Your choice of poor or common housing. Equipment:

Herald ex Scrollos Heralds are messengers, postmen and experts on heraldry, recognizing the marks of noble families. They proclaim the arrival of important figures to an area, and spread news among the populace. The highest position of a herald is being a king's or emperor's personal herald. Abilities: Add +1 to Intelligence, Looks or Endurance. Skills: Ancient History Alertness Bureaucracy Bribe City Familiarity Housing: Your choice of housing. Equipment:

Herbalist An herbalist knows plants and fungi and what use they have if any. Abilities: Add +1 to Strength, Agility, Quickness, Intelligence, Looks or Endurance. Skills: Alchemy Botany Brewing Concocting Housing: Your choice of housing. Equipment:

Illusionist Illusionists in this game are those that use sleight of hand and tricks to perform entertaining routines, but not using real magic (which is what Magicians do). Abilities: Add +1 to Strength, Agility, Quickness, Intelligence, Looks or Endurance. Skills: Acting Alertness Balance Housing:Your choice of housing. Equipment:

Innkeeper An innkeeper is responsible for running inns and hotels. Abilities: Add +1 to Strength, Agility, Quickness, Intelligence, Looks or Endurance. Skills: Animal rendering Administration City Familiarity Housing:Your choice of housing, which is in your inn. No higher than good. Equipment:

Jeweler A jeweler is trained in cutting gems, and appraising gemstones and precious metals. Abilities: Add +1 to Strength, Agility, Quickness, Intelligence, Looks or Endurance. Skills: Appraising Bartering Housing: Your choice of housing. Equipment:

Knight ex Sir Laserlot Knights are warriors, soldiers, guards and guardians who belong to either a knightly order or has been knighted in a country with a vasal system. Some knights have a certain code that they follow which may detail anything from what fights are correct to engage in to how to behave towards different people. Abilities: Add +1 to Strength, Agility, Quickness, Intelligence, Looks or Endurance. Skills: Animal Training Administration Animal Handling Armor Optimization Calligraphy Housing: Your choice of housing. Equipment:

Lawyer Lawyers are people knowledgeable in laws. They defend or prosecute those that stand trial. Abilities: Add +1 to Strength, Agility, Quickness, Intelligence, Looks or Endurance. Skills: Administration Alertness Bartering Acting Bureaucracy Crowd Working Housing: Your choice of housing. Equipment:

Mortician A mortician is someone who tends to deceased people, arranging funerals and so on. Abilities: Add +1 to Strength, Agility, Quickness, Intelligence, Looks or Endurance. Skills: Artistic ability Administration Bureaucracy Carpentry Housing:Your choice of housing. Equipment:

Priest/Cleric ex Nephtu Priests are religious believers dedicated to their religion and usually working out of a temple or church. A short description of religions follows and a more thorough explanation is in chapter X. If you want to play a priest in a setting where they can use magic, choose the Magician profession instead or Magic Use in the Specialty section. Abilities: Add +1 to Strength, Agility, Quickness, Intelligence, Looks or Endurance. Skills: Ancient History Astrology Brewing Cheesemaking Chanting Calligraphy Housing:Your choice of housing. Equipment: Pilot ex Sky High A pilot is trained in the use of air and space vehicles. Abilities: Add +1 to Strength, Agility, Quickness, Intelligence, Looks or Endurance. Skills: Astronomy Astrology Alertness Housing:Your choice of housing. Equipment:

Sage Sages, learned people, scientists are people that specialize in an area of expertise. Abilities: Add +1 to Strength, Agility, Quickness, Intelligence, Looks or Endurance. Housing: Your choice of housing. Skills: 15 points in knowledge skills Ancient History Astrology Astronomy Alchemy Animal Lore Appraising Botany City Familiarity Equipment:

Smith A smith is someone who can create objects out of raw metal., Swords, horse shoes, vehicle plating, plows and wrought iron fences are some things that smiths can produce. For more detailed work such as an engraved sword sheath you neeed a Finesmith. Abilities: Add +1 to Strength, Agility, Quickness, Intelligence, Looks or Endurance. Skills: Armorer, Crude, Armorer Blacksmithing Bowyer/Fletcher Housing: Your choice of housing. Equipment:

Spy ex Mantenna A spy is someone who tries to gather information secretly. Abilities: Add +1 to Strength, Agility, Quickness, Intelligence, Looks or Endurance. Skills: Acting Alertness Assimilation Bartering Bribe Cartography City Familiarity Housing: Your choice of housing. Equipment:

Tailor Tailors create clothes. Abilities: Add +1 to Strength, Agility, Quickness, Intelligence, Looks or Endurance. Skills: Artistic ability Clothesmaking Clothesmaking, Crude Bartering Bargain Housing: Your choice of housing. Equipment:

Teacher ex Dekker Teachers are people who instruct others. Abilities: Add +1 to Strength, Agility, Quickness, Intelligence, Looks or Endurance. Skills: Ancient History Astronomy Agriculture Animal Handling Animal Lore Artistic ability Botany Calligraphy Housing: Your choice of housing. Equipment:

Unskilled laborer An unskilled labourer is someone who hasn't learned a trade but instead does menial tasks, like carrying cargo, running errands and so on. Abilities: Add +1 to Strength, Agility, Quickness, Intelligence, Looks or Endurance. Skills: Armorer, Crude Artistic ability Bartering Bargain Burrow Balance Boating Brewing Bowyer/Fletcher, crude Carpentry City Familiarity Housing: Your choice of housing. Equipment:

Warlord ex General Tartaran A warlord is someone who leads men into combat for the purpose of gining land. Abilities: Add +1 to Strength, Agility, Quickness, Intelligence, Looks or Endurance. Skills: Administration Bartering Crowd Working Housing: Your choice of housing. Equipment:

Woodworker A woodworker is skilled at creating structures and items from wood, usually in conjunction with nails or rope. Abilities: Add +1 to Strength, Agility, Quickness, Intelligence, Looks or Endurance. Skills: Carpentry Balance Boatwright Housing: Your choice of housing. Equipment:

Bandit A bandit is a person who gets his livelyhood by robbing and stealing. Abilities: Add +1 to Strength, Agility, Quickness, Intelligence, Looks or Endurance. Skills: Alertness Bribe City Familiarity Housing: Your choice of housing. Equipment:

Pirate ex Ditztroyer A pirate is someone who gets by by robbing, stealing or ransoming. Pirates are almost always associated with ships of some sort. Abilities: Add +1 to Strength, Agility, Quickness, Intelligence, Looks or Endurance. Skills: Astrology Astronomy Appraising Bartering Bribe Balance Boating Housing: Your choice of housing. Equipment:

Assassin Assassins are paid mercenaries whose mission revolves around eliminating people through means that will make it hard to discover the assassin. Abilities: Add +1 to Strength, Agility, Quickness, Intelligence, Looks or Endurance. Skills: Housing: Your choice of housing. Equipment:

Grave robber Grave robbers dig up and steal from graves and tombs. Abilities: Add +1 to Strength, Agility, Quickness, Intelligence, Looks or Endurance. Skills: Housing: Your choice of housing. Equipment:

Burglar Burglars are thieves specialized in stealing from peoples homes. Abilities: Add +1 to Strength, Agility, Quickness, Intelligence, Looks or Endurance. Skills: Housing: Your choice of housing. Equipment: Bounty Hunter ex Cy-chop Bounty hunters hunt wanted people for payment. Abilities: Add +1 to Strength, Agility, Quickness, Intelligence, Looks or Endurance. Skills: Housing: Your choice of housing. Equipment:

Thief ex Kronis Thieves are people who steal for a living. Abilities: Add +1 to Strength, Agility, Quickness, Intelligence, Looks or Endurance. Skills: Housing: Your choice of housing. Equipment:

Highwayman A highwayman is a bandit who works on commonly traveled roads. Abilities: Add +1 to Strength, Agility, Quickness, Intelligence, Looks or Endurance. Skills: Housing: Your choice of housing. Equipment:

Dentist A puller of teeth. Abilities: Add +1 to Strength, Agility, Quickness, Intelligence, Looks or Endurance. Skills: Housing: Your choice of housing. Equipment:

SECONDARY ABILITIES These abilities are derived from Ability scores and used for different things in the game.

Movement: A character can move its quickness score in meters per turn (turns are explained later, in the skills chapter)

Throwing: This is how far a character can throw a 1lb aerodynamic item. Add Strength and Dexterity together, then halve the result, rounding fractions up, then add the Quickness ability bonus. Throwing distance is halved for each additional pound of weight, and noone can throw anything that weighs more than they can carry (see below).

Carrying capacity: This details how much weight a character can walk around without slowing down or becoming fatigued. In the chapter on action this will be expanded on in more detail. A characters carrying capacity is equal to its Strength Score times 3.

Hit points. This value measures how much damage your character can take before going down. The starting value is the same as the character's Constitution score plus their Constitution bonus. SKILLS Some skills are not available to everyone but are dependent on certain levels of civilization. After the game has begun anyone can learn any skill, but some skills can't be self taught and require a teacher or book or similar. Those are marked with an asterisk. Skills are based on Abilities, so you get a base value that is equal to the relevant ability's bonus. After that you add skill levels. You get 20 points when you create your character and an additional point every 100 experience points you earn. Some species, professions and items give additional bonuses. When you need to know if you succeed at something using a skill, you roll a d20, add the result and all of the skill values together and compare it to a difficulty set by the Keeper. Most skills have a list of sample difficulties.

Skill lists Below are three skill lists. The first is a very extensive list, the second a more compact, curated list. The third list is focused on adventure. Which one you choose to use should be based on what you want the interaction to be like in the game. The more skills to choose from and use, the more the characters will depend on them during their adventures. If you are an experienced Keeper you probably already have a preference. If you're new, start with the shortest list, or skip skills altogether. The pros and cons of using skills. Just like rating Abilities, rating exactly what a character knows provides a degree of certainty and detail to the game. On the flip side of that is the fact that having skills in the game means that some characters won't be able to do certain things in the game. Skills makes Abilities less important. Using Abilities instead of skills. This is a easy way to make Abilities very important, and to still have some excitement as you roll to see if you succeed or not. This is detailed more below. Using judgement. This simply means that depending on how you as the Keeper see the setting and the player character ability to succeed at something you decide if it's possible or not. Someone who lives in a mountainous area probably knows how to climb mountains, and someone who lives near water knows how to swim.

Alertness Blacksmithing Caving Ancient History* Blind-Fighting Calligraphy Animal Noise Boating City Familiarity Astrology* Bureaucracy Clothesmaking, Crude Astronomy* Bribe Contact Acting Burrow Cobbling Administration Balance Cooking Agriculture Bargain Close-Quarter Fighting Alchemy Boatwright Dancing Alertness Boating Disguise Animal Handling Botany Runes* Animal Training Bowyer/Fletcher Danger Sense Animal Lore Bowyer/Fletcher, Crude Direction Sense Animal rendering Brewing Distance Sense Appraising* Charioteering Detect Illusion Armorer Cheesemaking Detect Magic Armorer, Crude Chanting Detect Signing Armor Optimization Craft Instrument Debate Artistic Ability Crowd Working Diplomacy Assimilation Cartography Diagnostics Bartering Carpentry Etiquette Bargain Concocting Enamor Endurance Mining Shipwright Engineering Meditative Focus Slow Respiration Escape Medicine Soothsaying Escape Bonds Mental Armor Sound Analysis Feign/Detect Sleep Mountaineering Spacemanship Fungi Recognition Musical Instrument Stewardship Fast Talking Natural Fighting Sail Manipulation Fortune Telling Navigation Semaphore Forgery Night Vision Spellcraft Falconry Noh (Musikal) Siegecraft Fire Building Navigation, Celestial Strategy Fishing Observation Somatic Concealment Foraging Oratory Street Fighting Future History Orienteering Street Sense Future Languages Paper Making Style Analysis Fire Control Pest Control Swimming Freefall Poetry Tracking Gaming Pottery Trailing Gunnery Persuasion Trail Making Geology Planetology Trail Signs Gem Cutting Plant Lore Time Sense Giant Kite Flying Psioncraft Tea Ceremony Hiding Psionic Detection Technology Heraldry* Prophecy Tumbling Herbalism Quick Study Tunneling Harness Subconscious Reading/Writing Tightrope Walking Hypnosis Reading Lips Tease Hold Breath Rejuvenation Trick Humming Religion* Tactics Hunting Riding, Airborne Toxicology Intimidation Riding, Land-based Underclass Information Gathering Riding, Sea Based Underground Navigation Iaijutsu (Quickdraw) Rope Use Voice Mimicry Improved Attack Rulership Ventriloquism Intrigue Running Veterinary Healing Jousting Seamanship Water Walking Juggling Seamstress/tailor Wild Fighting Jumping Set Snares Whistling Languages, Ancient* Singing Weather Sense Language, Modern Stonemasonry Weaponsmithing Light Sleeping Sign Language* Weaponsmithing, Crude Leatherworking Smelting Weapon Loader, Ballista Local History* Sound Analysis Weapon Loader, Catapult Local Species History* Survival, Choose climate Weapon Loader, Jettison Locksmithing Survival, Desert Weaving Looting Survival, Underground Water Find Law* Survival, Space Weapon Specialization Lore Signaling Weapon Improvisation Leadership Sign Language* Wild Fighting Landscape Gardening Silk Making Zero-Gravity Combat Languages, Space* Spelunking Shorter skill set list

Alertness/Observation Language* Astronomy* Languages, Space* Administration/Bureaucracy Locksmithing Agriculture Law* Alchemy Leadership Animal Handling Mining Appraising* Medicine Armorer Mountaineering Artistic Ability Navigation/Orienteering Bartering/Bargain/Persuasion/Fast Talking Navigation, Celestial Blind-Fighting Pottery Boatwright Planetology Boating/Seamanship Psioncraft Botany/Plant Lore Religion* Bowyer/Fletcher Riding, Airborne Charioteering Riding, Land-based Craft Instrument Riding, Sea Based Crowd Rope Use Working/Debate/Diplomacy/Oratory/Etiquette/In Seamstress/tailor/Leatherworking/Cobbling/Wea timidation ving Cartography Stonemasonry Carpentry Survival, Choose climate Caving/Spelunking Survival, Underground Cooking/Brewing Survival, Space Disguise Smithing Engineering Spacemanship Escape Stewardship Escape Bonds Semaphore Forgery Spellcraft Gaming Strategy/Tactics Gunnery Swimming Hiding Trailing/Trail Making/Trail Signs History Technology Heraldry* Tumbling Herbalism Tunneling/Burrow Hypnosis Underground Navigation Hunting/Set Snares/Fishing/Foraging Voice Mimicry Jumping Ventriloquism Languages, Future* Weapon Loader Languages, Ancient* Zero-Gravity Combat Language, Modern/Reading Lips/Sign

Skill descriptions The skills all have some common characteristics. They are given a Civilization level. They also have a Ability connected to them as descibed earlier. And finally there's a section on Specialty use which is explaned later, in the Specialty chapter. Most of them have some common difficulty ratings which is for use during the game. The first value after the difficulty level is for the Basic game and the second for the Advanced. Alertness This skill measures how alert your character is. Having the skill increases a character's chance at detecting faint noises, hard to see items or persons and so on. Civilization level: Ability: Difficulty levels: Someone talking in another room. Someone sneaking in a neighboring room. Somone tailing you.

Ancient History* Civilization level: Ability: Difficulty levels: Common knowledge, generalities 10. Uncommon knowledge, specifics 15. Rare knowledge, uncommon facts 20. Specialty: You can know facts that noone else knows. If you don't know the answer yourself, you always know who or where to find it.

Animal Noise This skill determines how learned your character is at recognizing animal noises. It also gives a bonus to mimic those noises. Civilization level: Ability: Difficulty levels: Knowing a common animal: Easy Knowing an uncommon animal: Normal Knowing a rare animal: Hard Knowing a unique animal: Almost impossible. Astronomy* Astronomy and astrology is what a character that studies the heavens learns. At early civilization levels this pertains to stars, moons, planets and how they are believed to affect life for people on the ground. At higher civilization levels this becomes more scientific, learning about the planet in relation to the rest of the universe. Civilization level: 1+ Ability: Intelligence Difficulty levels: Knowing the name of a star or constellation 10. Calculating two celestial bodies relation to each other 15. Being able to navigate by using stars 20. Specialty: You know or understand facts that are not generally known until the next civilization level.

Acting This skill gives the character knowledge about acting and other theatre arts enabling the character to be an actor, stagehand, script writer and so on. Civilization level: 3+ Ability: Intelligence Difficulty levels: Pretending to be someone in a play 10. Pretending to be someone different from oneself 15. Pretending to be someone famous, believably 20. Specialty: You can make someone believe you're of the opposite sex, or being someone famous that the person has already met. You can impersonate people's voices pefectly. You understand people and can in essence become them, have their thoughts. Administration This skill makes the character good at administration and bureacracy. The character can navigate laws and permits through an understanding of different kinds of procedure. Civilization level: 3+ Ability: Intelligence Difficulty levels:

Agriculture This skill gives the character knowledge of the basics of keeping a farm. What seeds grow in which soils, in which seasons, animal husbandry and so on. Civilization level: 3 Ability: Intelligence Difficulty levels: Knowing how to save crops during unusual weather conditions 10. Knowing how to tend unusual animals or plant unusual seeds 15. Knowing how to keep a farm in climate zones different from the norm for the character 20. Specialty: As long as there is some soil, you can make things grow. You are able to double the amount of harvest. Your animals never get sick.

Alchemy This skill gives the character an understanding of materials and how they react with each other. Alchemy is the name for the earlier civilization levels while chemistry is the proper name for when the science behind it is understood. Alchemy and chemistry enables the character to create helpful potions, improve common substances and so on. Civilization level: 3+ Ability: Intelligence Difficulty levels: Specialty: You can make gold out of other materials.

Animal Handling This skill covers everything about animals in detail. While someone with farming might know what to feed farm animals and common problems, this skill gives insight into all domesticated and wild animals. With this skill a character can tame animals, rear animals, breed them and understand behaviour. Civilization level: 1+ Ability: Difficulty levels:

Animal Lore This is knowledge about animals on a deeper level than Animal handling. A character with this skill knows sizes of flocks, what animals are in which habitats, which are edible, poisonous and so on. It also gives the character knowledge of monsters. Civilization level: Ability: Difficulty levels:

Animal rendering Civilization level: Ability: Difficulty levels:

Appraising* This ability allows a character to estimate the value of an item based on its materials. The character also knows of various famous artisans and can tell if an object is worth more than the sum of the materials based on its origins. Civilization level: 3+ Ability: Difficulty levels:

Armorer Someone with this knowledge can create armours. The availability of materials and equipment to create certain items might limit the possibilities. Civilization level: 1 Ability: Difficulty levels: Creating armour 10. Creating armour quickly 15. Creating great armour 20. Specialty: You work twice as fast as average. You can make armour that is either more protective or less restrictive.

Artistic Ability This skill represents a persons ability in one art form, such as painting, sculpting, music and so on. Civilization level: 1+ Ability: Difficulty levels: Creating art that is passable 10. Creating art that impresses most people 15. Creating art that impresses art critics 20. Creating art that creates new genres 30. Bartering/Bargain This is the skill of haggling in order to get better deals in markets or stores. A character with this skills now the value of most common trade goods. Civilization level: Ability: Difficulty levels:

Blacksmithing This is the main skill for creating items out of metals. It specifically excludes jewelry, weapons and armour but encompasses everything else. Civilization level: 3+ Ability: Difficulty levels:

Blind-Fighting Someone with this skill has learned to fight without using sight. Instead familiarity with an area, hearing, smell, touch and combat experience compensates somewhat. Blind fighting can only be used in close combat. Civilization level: Ability: Difficulty levels:

Bribe Civilization level: Ability: Difficulty levels: Bribing a nobody 10. Bribing an important official 15. Bribing a king 20. Specialty: Everyone accepts your bribes unless it will lead to their death. You always know what a persons bribe limit is. You get away with half the bribe price.

Burrow Civilization level: Ability: Difficulty levels:

Boating This skill encompasses everything about boats, from constructing them to handling them. Civilization level: 2+ Ability: Difficulty levels:

Botany A character with this skill is knowledgeable when it comes to domesticated plants apart from cereals and the like. Civilization level: Ability: Difficulty levels: Planting a well known plant 10. Planting and bringing to maturity an exotic plant 15. Creating new fruits from plant splicing 20. Specialty: Your plants always survive. Bowyer/Fletcher A character with this skill can make bows, arrows and strings for bows. Civilization level: 2+ Ability: Difficulty levels: Making a bow or an arrow 10. Making a composite bow 15. Making a bow worthy of becoming a family heirloom 20.

Brewing The character who has this skill is good at making beverages including juices, wines, ales and beers. Civilization level: Ability: Difficulty levels: Making a beer 10. Making a beer that people will ask for 15. Making a beer that will be asked for in other countries 20.

Charioteering This skill measures how good one is at maneuvering chariots and carts. Civilization level: Ability: Difficulty levels:

Cheesemaking This allows the character to make cheeses of any kind. Civilization level: Ability: Difficulty levels:

Craft Instrument A character with this skill knows how to create any non-electronic musical instrument. If you have the technology skill at Tech level X or higher you can also create electronic ones. Civilization level: Ability: Difficulty levels:

Crowd Working This is the skill of getting and keeping a crowds attention through speech. Civilization level: Ability: Difficulty levels:

Cartography This skill measures how good a character is at creating correct maps, and using maps to navigate. Civilization level: Ability: Difficulty levels:

Carpentry This skill enables the character to create items out of wood, build houses made of wood and so on. It excludes the ability to craft wooden instruments. Civilization level: Ability: Difficulty levels:

Caving/Spelunking This skill measures how good a character is at traversing natural caves and caverns. Civilization level: Ability: Difficulty levels:

Calligraphy Calligraphy is the art of writing beautiful letters. Civilization level: Ability: Difficulty levels:

City Familiarity This skill measures how much a character knows about a certain city. Civilization level: Ability: Difficulty levels:

Cobbling This is the skill of making shoes, regardless of the material. Civilization level: Ability: Difficulty levels: Cooking This skill measures how good of a cook a character is. Civilization level: Ability: Difficulty levels: Making edible food 10. Making food that's appreciated 15. Making food that kings would want at their banquets 20. Specialty: You can tell what anyones favorite food is.

Dancing This skill measures how good a character is at dancing. Civilization level: Ability: Difficulty levels:

Disguise This skill allows a character that has it to disguise oneself and others using prostethics, makeup, clothing, wigs and so on. Civilization level: Ability: Difficulty levels:

Runes* Civilization level: Ability: Difficulty levels: Direction Sense The character knows what to look for to determine the cardinal points, or have an actional sense of direction that does the same. Civilization level: Ability: Difficulty levels:

Debate This is the skill of having a discussion with the goal of clearly getting your view across, and possible sway listeners to your cause. Civilization level: Ability: Difficulty levels:

Diplomacy This skill is about getting people and organizations to accept your viewpoint and goals, regardless of their own. It's also used to defuse tense situations, helping others reach agreements. Civilization level: Ability: Difficulty levels:

Diagnostics This skill allows a character to diagnose someone that is ill, sick or has other bodily and mental problems. A correct diagnose makes it easier to cure the ailment. Civilization level: Ability: Difficulty levels:

Etiquette A character with this skill knows how to behave in different social interactions. Civilization level: Ability: Difficulty levels:

Enamor Civilization level: Ability: Difficulty levels:

Engineering Someone with this skill knows how to construct complex constructions using various materials. Civilization level: Ability: Difficulty levels:

Escape Civilization level: Ability: Difficulty levels:

Escape Bonds Someone with this skill is able to escape when tied up, hand cuffed and so on. Civilization level: Ability: Difficulty levels:

Feign/Detect Sleep A character with this skill can feign sleeping, and detect when others are faking it. Civilization level: Ability: Difficulty levels:

Fast Talking This is the skill of verbally convincing people by acting sure, sounding sincere, and not let others intervene in a conversation by talking faster than normal. Civilization level: Ability: Difficulty levels:

Forgery Someone with this skill is good at falsifying objects, documents and signatures. Civilization level: 3 Ability: Difficulty levels: Your forgery fools an average person 10. Your forgery fools someone with knowledge 15. Your forgery fools experts 20.

Fishing This skill measures a persons knowledge of edible fish, good fishing spots, and what lures or nets is best used for certain areas or fish. Civilization level: Ability: Difficulty levels:

Foraging This skill is about finding edible plants in the wilderness. Civilization level: Ability: Difficulty levels:

Future History Future history concerns known future events from what is considered the “now” of the timeline. Civilization level: Ability: Difficulty levels:

Future Languages Civilization level: Ability: Difficulty levels:

Fire Control This skill is about containing fires in various ways. Civilization level: Ability: Difficulty levels:

Gaming This skill gives a general understanding of games. Civilization level: 1+ Ability: Difficulty levels: Beating a newcomer 10. Beating a player 15. Beating a master 20. Specialty: You can read other players tells giving you at least two difficulty levels lower.

Gunnery This skill is about hitting a target with mounted weapons, from ballistas to mortars and beyond. Civilization level: Ability: Difficulty levels:

Geology This gives the character knowledge of minerals in rocks, stones and mountains as well as where to find minerals. Civilization level: 1+ Ability: Difficulty levels: Knowing the names of common minerals 10. Knowing all of the names of minerals 15. Knowing how to reckognize all of them 20. Geography This knowledge means a character knows the general layout of a place like a dimension or planet. They know countries, major cities, rivers, mountains and such. This must be taken for each specific planet and dimension.

Gem Cutting This skill is about taking raw gems and cutting them into their final forms. Civilization level: Ability: Difficulty levels:

Hiding Someone with this skill knows what to do to stay out of view. Civilization level: Ability: Difficulty levels:

Heraldry* Heraldry is a knowledge of the marks of nobility, such as a painting on a shield denoting one specific noble house or person. In more modern settings this is about knowing product brands and the marks of organizations. Civilization level: Ability: Difficulty levels: Knowing your countries heraldic marks 10. Knowing all of the neighbouring countries heraldic marks 15. Knowing the heraldic marks of far away countries 20.

Herbalism This skill gives the character knowledge of the plants that have helpful and harmful properties. For example the character knows herbs that can stop bleeding, calm upset stomachs or create poisons. Civilization level: 1+ Ability: Difficulty levels: Knowing common regional herbs and their use 10. Knowing most herbs of the climate zone and their use 15. Knowing almost all of the worlds herbs and their use 20.

Hypnosis The character can plant subliminal orders in intelligent beings. The orders might be triggered by a word, an action or a sound. Civilization level: Ability: Difficulty levels:

Hunting Someone with this skill knows how to hunt and trap animals, where to find game animals, and how to make the most of the game animals. Civilization level: 1+ Ability: Difficulty levels: Hunting common game beasts of the region 10. Hunting uncommon game beasts of the climate zone 15. Hunting really dangerous prey 20. Iaijutsu (Quickdraw) This skill lets a character draw and use a weapon or item using one action instead of two or more. Civilization level: Ability: Difficulty levels:

Juggling Someone with this skill can keep several items in the air by throwing them up and catching them in a certain order. Civilization level: Ability: Difficulty levels:

Jumping Jumping as a skill lets you jump higher and further than someone untrained. Civilization level: Ability: Difficulty levels:

Languages This skill needs to be taken for each language group, as shown below. Eternian Etherian Civilization level: Ability: Difficulty levels: Talking casually 10. Talking officially 15. Talking about complex subjects 20. Specialty: You can choose X number of languages you know perfectly.

Leatherworking This skill gives a person the ability to create leather items from unprepared hides, including leather armour. Civilization level: Ability: Difficulty levels: Creating objects of leather 10. Creating well fitting, well made leather objects quickly 15. Making leather clothing that will last a lifetime 20.

Local History* Civilization level: Ability: Difficulty levels: Knowing stuff that happened recently 10. Knowing stuff that happened in the last few years 15. Knowing things that happen just now or a long time ago 20.

Locksmithing A person with this skill can create locks and open them without keys. Civilization level: 4+ Ability: Difficulty levels: Opening a common lock 10. Opening a complex lock 15. Opening a well made, well thought out complex lock 20.

Law* Civilization level: Ability: Difficulty levels: Knowing the laws that effect everyday living 10. Knowing the laws that effect people once a lifetime 15. Knowing laws that are used rarely, or have been discarded for newer ones 20.

Lore This skill is about stories, legends and songs. Civilization level: Ability: Difficulty levels:

Mining This skill allows a person to determine what valuable ores might be found in an area, what it will take to mine it, and all practical aspects of a mining operation. Civilization level: Ability: Difficulty levels:

Medicine This skill enables the character that has it to tend wounds and combat disease, infections and the like. At almost all times this is a skill based in science and observation although in some instances some facts might not be well known. Civilization level: Ability: Difficulty levels: Cleaning scrapes and bruises 10. Setting broken bones 15. Treating infectitious disease, saving limbs in danger of being lost 20. Specialty: You can save anyones life. You can do the impossible, like reattach limbs.

Mountaineering This skill measures how good a person is at rock climbing, and at guiding others through mountain terrain. Civilization level: Ability: Difficulty levels: Climbing a low mountain 10. Climbing a steep mountain 15. Climbing a steep mountain in bad weather, with ice and sheer walls 20.

Musical Instrument This skill needs to be taken once for each instrument group. Civilization level: Ability: Difficulty levels: Playing a lullaby 10. Playing a song 15. Playing a difficult symphony 20. Navigation A person with this skill can navigate in unmarked territory, making sure that one doesn't get lost. Civilization level: Ability: Difficulty levels: Navigating with visible guides, like sun and stars 10. Navigating using knowledge like which side of trees have more moss 15. Navigating without any easy guides like those above 20.

Oratory This is the skill of speaking well, having a broad vocabulary, and knowing ones audience. Civilization level: Ability: Difficulty levels: Telling children a good story 10. Rousing indifferent people into action 15. Rousing negative people into long lasting action 20. Specialty: You know what perople want to hear.

Paper Making This craft skill allows one to make paper from plant and cloth. Civilization level: Ability: Difficulty levels: Creating paper 10. Creating paper out of unusual materials 15.

Pest Control A being with pest control knows how to get rid of all creatures considered pests. Civilization level: Ability: Difficulty levels: Getting rid of rats 10. Getting rid of fleas 15. Getting rid of rare pests 20.

Poetry Poetry is the art of well put together words in a way that is pleasing to the ear, the mind and the heart. Civilization level: Ability: Difficulty levels: Writing a short rhymed poem 10. Writing a poem that touches someone 15. Writing a poem that will be used and appreciated by many 20.

Pottery Someone with this skill knows how to make pottery and other clay based items like bricks, and using a heat source to make them solid. Civilization level: Ability: Difficulty levels: Creating a vase 10. Creating a thin vase 15. Creating large structurally sound item that will hold liquid 20.

Persuasion This is the way of convincing people to agree with your reasoning by talking. Civilization level: Ability: Difficulty levels:

Planetology This is a knowledge that makes a being able to tell if a planet is dangerous, habitable and so on from a visual observation or someones description. Civilization level: Ability: Difficulty levels: Knowing about planets in general 10. Knowing what planets are possible to live on 15. Knowing how to survive on hazardous planets 20.

Plant Lore This skill is a broader version of Herbalism. This skill is the knowledge of all plants. How to care for them, where to find them, which are edible and which are poisonous. Civilization level: Ability: Difficulty levels:

Psioncraft This is the knowledge of psionics. Someone with this skill knows what psionics can do and can identify items imbued with psionic power. One does not need this skill to have psionic power, and one does not gain psionic power from this skill, rather that is achieved by the Specialty Psionic. Civilization level: Ability: Difficulty levels:

Psionic Detection This skill allows a being to detect psionic power, used or passive. Civilization level: Ability: Difficulty levels:

Quick Study Civilization level: Ability: Difficulty levels:

Reading/Writing This skill allows one to read and write the languages that one knows. Civilization level: Ability: Difficulty levels:

Reading Lips Someone who has learned this knows what a person says by just looking at the movement of their lips. Civilization level: Ability: Difficulty levels: Reading when seeing clearly 10. Reading from a distance 15. Reading from the side/profile 20.

Religion* A person with this skill knows about religions in general and usually about the persons own religion in particular. Civilization level: Ability: Difficulty levels: Knowing the common facts 10. Knowing uncommon facts 15. Knowing almost every facet of the religion 20.

Riding, Airborne Someone with this skill can ride flying creatures. Civilization level: Ability: Difficulty levels:

Riding, Land-based Someone with this skill can ride creatures that move on the ground. Civilization level: Ability: Difficulty levels: Riding at low speeds over flat ground 10. Riding at high speeds 15. Riding through crowded streets at high speed without harming anyone 20.

Riding, Sea Based Someone with this skill can ride swimming and diving creatures. Civilization level: Ability: Difficulty levels:

Rope Use Someone skilled at this can tie different knots for different uses, alowing for bonuses to some actions and creations. Civilization level: Ability: Difficulty levels: Tying a rope 10. Creating a lasso 15. Creating special knots 20.

Rulership Someone with this skill knows how to effectively rule an organization or nation. Civilization level: Ability: Difficulty levels:

Seamanship Civilization level: Ability: Difficulty levels:

Seamstress/tailor Civilization level: Ability: Difficulty levels: Creating clothes 10. Creating form fitting clothes 15. Creating clothes that accentuates the person well 20.

Singing Civilization level: Ability: Difficulty levels:

Stonemasonry Civilization level: Ability: Difficulty levels:

Sign Language* Civilization level: Ability: Difficulty levels:

Smelting Civilization level: Ability: Difficulty levels:

Survival, Choose climate Civilization level: Ability: Difficulty levels:

Survival, Underground Civilization level: Ability: Difficulty levels:

Survival, Space Civilization level: Ability: Difficulty levels:

Signaling Civilization level: Ability: Difficulty levels:

Sign Language* Civilization level: Ability: Difficulty levels:

Shipwright Civilization level: Ability: Difficulty levels:

Soothsaying Civilization level: Ability: Difficulty levels:

Spacemanship Civilization level: Ability: Difficulty levels:

Semaphore Civilization level: Ability: Difficulty levels:

Spellcraft Civilization level: Ability: Difficulty levels:

Siegecraft Civilization level: Ability: Difficulty levels:

Strategy Civilization level: Ability: Difficulty levels:

Street Fighting Civilization level: Ability: Difficulty levels:

Street Sense Civilization level: Ability: Difficulty levels:

Style Analysis Civilization level: Ability: Difficulty levels:

Swimming Civilization level: Ability: Difficulty levels:

Tracking Civilization level: Ability: Difficulty levels:

Trailing Civilization level: Ability: Difficulty levels:

Trail Making Civilization level: Ability: Difficulty levels:

Trail Signs Civilization level: Ability: Difficulty levels:

Time Sense Civilization level: Ability: Difficulty levels: Technology Civilization level: Ability: Difficulty levels:

Tumbling Civilization level: Ability: Difficulty levels:

Tunneling Civilization level: Ability: Difficulty levels:

Tightrope Walking Civilization level: Ability: Difficulty levels:

Tease Civilization level: Ability: Difficulty levels:

Trick Civilization level: Ability: Difficulty levels:

Tactics Civilization level: Ability: Difficulty levels:

Toxicology Civilization level: Ability: Difficulty levels:

Underclass Civilization level: Ability: Difficulty levels:

Underground Navigation Civilization level: Ability: Difficulty levels:

Voice Mimicry Civilization level: Ability: Difficulty levels:

Ventriloquism Civilization level: Ability: Difficulty levels:

Veterinary Healing Civilization level: Ability: Difficulty levels:

Water Walking Civilization level: Ability: Difficulty levels:

Weather Sense Civilization level: Ability: Difficulty levels:

Weaponsmithing Civilization level: Ability: Difficulty levels:

Weapon Loader, Ballista Civilization level: Ability: Difficulty levels:

Weapon Loader, Catapult Civilization level: Ability: Difficulty levels:

Weapon Loader, Jettison Civilization level: Ability: Difficulty levels:

Weaving Civilization level: Ability: Difficulty levels:

Water Find Civilization level: Ability: Difficulty levels: Weapon Specialization Civilization level: Ability: Difficulty levels:

Weapon Improvisation You can turn almost anything into a weapon and wield it effectively. Civilization level: Ability: Difficulty levels:

Zero-Gravity Combat This skill allows you to fight in environments with low or no gravity without any penalties. Civilization level: Any that are able to generate zero gravity consistently. Ability: Difficulty levels:

Name Choose your name. Most Masters of the Universe have both a real given name and a codename or nickname, like Duncan who is more widely known as Man-at-Arms. The names of Masters of the Universe characters have a tendence to end with the suffixes -or, -a and -Man. Examples include Stinkor, Skeletor, Frosta, Castaspella, He-Man and Moss Man. Age Birthplace Family SPECIALTIES You should choose one or more Specialties. It can be a skill mastery, special physical Ability, mental Ability, special enhanced Type ability, unique equipment, companion or one of the ones that did not fit the other categories. This Specialty and your species is the core of your Masters of the Universe character, what makes it unique (apart from personality). Below are lists of Specialties. Those with an asterisk is used by an existing character from the Masters of the Universe. That doesn't mean they're off limits, its just a consideration for you if you want to have a unique character. Several Specialties have the same effects, regardless of what kind of Specialty it is. The difference is what the source is and what form it takes. The ability to fly can be had through a Specialty item, a physical Specialty or a mental one (as well as some species abilities) for example. It's mostly up to you and what you think would be cool for your character. Most Specialties have levels, ranging from 1 to 5. Most of the time the effect of a higher level means it becomes more powerful, but some instead add new possibilities and powers. Others have both levels that can be bought and add-ons that enhance the Specialty further. Most Specialties have no prerequisite, but some do. Usually this is a character level that needs to be met in order to take the higher level. Specialties can be improved and gained after play has begun but buying a new one then is more expensive to encourage you to to power up your existing Specialty. No starting characters in a group should have the same Specialty or Specialties. If that happens when rolling randomly, just reroll one or all with the same Specialty until everyone has a unique one. Or, if two or more want the same one, encourage the players to think about how the Specialties differ. This chapter has three sections. The first lists the Specialties by its source and name and gives the tables for random determination. The second details the Specialties in alphabetical order. Finally evil Specialties are detailed by themselves at the end. The evil Specialties are reserved for villains, unless your Keeper says otherwise.

Types of damage, and types of energies In the Specialties detailed below many concerns various energies and types of damage. This is a complete list with explanations and also shows which types are considered elemental. An energy being elemental is only important for some Specialties.

Physical, damage This is the most common type of damage, done by most physical means like a fall, a fist to the face or an arrow to the knee. This works against most things that are not intangible.

Ability, damage Ability damage is always an effect of other types of attacks. For example, prolonged exposure to high heat is exhausting and lowers a characters Constitution.

Physical psionic, elemental This type is uncommon, a result of a psionic users interaction with the physical world, such as a psychic blade.

Mental psionic, elemental This is the common type of psionic attacks that deal damage. It attacks the brain of a being and as such won't work on most artificial beings, and most undead. It will hurt ethereal beings but otherwise intangible beings are immune.

Psionic, elemental This pure form of psioncs can hurt most beings with a central nervous system, and reaches into the ethereal. Intangible beings are immune. Fire, elemental Fire can hurt anything that is sensitive to heat or able to burn. Ethereal and intangible beings are immune, but beings with a physical component like one made of mist can be hurt.

Earth, elemental Anything that can be hurt by physical means can be damaged by earth attacks.

Water, elemental Anything that can be hurt by physical means can be damaged by water attacks but most forms of metal and larger rocks takes so little damage from it that they too count as immune to water.

Air, elemental Air in itself can not hurt physical beings unless the amount is extreme. However, it can easily make it impossible for people to stand up, breathe, or see.

Plant, elemental Anything that can be hurt by physical means can be damaged by plant attacks.

Metal, elemental Anything that can be hurt by physical means can be damaged by metal attacks.

Dark Magic, elemental Dark magic can be used in different ways. Apart from spells that creates other energies, it can be a force or it can be pure. In the first case it can damage anything that is physical. In the second it damages that which is alive or has been alive.

Magic, energy Magic can be used in different ways. Apart from spells that creates other energies, it can be a force or it can be pure. In the first case it can damage anything that is physical. In the second it damages anything.

Physical magic Magic can take many shapes, and become physical, as a force or as an actual physical item. In this form it works as any other physical attack.

Mental magic Similar to mental psionic, mental magic can target anything with a nervous system, and affect both ethereal or intangible beings.

Poison, elemental Poison is physical and works on living beings and plants.

Electricity, energy, elemental Electricity or lightning damages most normal physical objects. It does not harm fire, air or poison.

Light, energy Higly concentraded light such as in laser pistols can hurt anything physical except fire, electricity and air.

Cold Anything vulnerable to cold can be hurt by it. Intangible and ethereal beings are immune. Water doesn't take damage from it but becomes solid, and earth and metal take no damage but becomes brittle.

Heat Anything vulnerable to heat can be hurt by it. Solids can melt given enough heat. Intangible and ethereal beings are immune.

Sonic Sonic attacks have two types of damage, the one that affects those with hearing, and one that affects the molecular structure of physical items. Intangible beings take damage while ethereal beings do not.

Force Force is a type that some other energies can have, like magic. Force is considered physical.

Smell Smells are a type of damage that works on anything with a sense of smell.

Gas Gases affect beings with a need to breathe, and in some extreme cases, anything with pores. Intangible creatures breathe, but ethereal beings counts as not having to breathe in this regard.

Disease Diseases include actual diseases, infections and inflammations. Most diseases only hurt biological beings, and any being that can change into an elemental form will be cured of a normal disease.

Starting characters Starting characters get 3 points to buy one or more Specialties. Every level cost 1 point.

Experienced or more powerful characters The Keeper can decide that you start as more experienced characters, or as more powerful ones, getting more points to spend on your characters Specialties.

Examples from existing characters Moss Man (Camouflage, scent, plant control), Sweet Bee

Random Specialty table: Special Ability Special Skill Special heightened species option Special secondary ability Special Physical ability Special Mental ability Special Item Special Companion Other Special Ability: A character with a special Ability gets to add an additional 10 points to the current Ability score if it's 20 or more. If it's less it can get raised to 20 before adding on the 10 points if you want. If any other player character has a score that's higher than the modified score due to a combination of species, profession and Options, you get 10 points more than their maximum score. If another character has its Strength raised, your characters Ability will also be raised so that it will always remain 10 points ahead when creating the character. (After play starts, it's up to you to decide if you want to keep increasing your score or not regardless of what other players do to their characters.) If two players want their character to have the same special Ability score Specialty they will both have the same score. Encourage the players to come up with what separates their characters special Abilities. Examples follows. If a character recieves a special Ability after the game has begun, a character who had the Special Abilty from the beginning will always stay 5 points ahead of that character. Incredibly strong* Amazingly Agile Fantastically intelligent Uncannily quick Luxurious Looks Enormously enduring

Special Skill: This can be used with any skill and has three effects, the skill you choose costs half to increase, you can increase it to double the usual limit and it grants you a signature use of the skill that only you can use. We provide some examples in the skill descriptions but you and your GM are encouraged to come up with more in the same vein. In this section additional special skills are described that are not based on regular skills. Superb two weapon fighter Superb shield and weapon fighter Superb martial artist Quick fighter Agile fighter Overjump: You jump over a being and lands behind it.

Special Secondary ability: This is only used with the advanced game unless the game master says otherwise. Level 1: Any ability is doubled. Level 2: Any ability is tripled Level 3: Any ability is quadrupled. Level 4: Any ability is increased tenfold.

Special Physical ability: Additional body part/s Armour Claws Elasticity Elemental form Elemental protection Enhanced sense Enlarged body part Fangs Growth Heaviness High altitude adaptation High pressure adaptation Intangibility Invisibility Largeness Lightness Rubberlike Shapechanger Shrinkage Smallness Special sense Springy step Telescoping Underwater breathing Unusual body part Unusual placement of body part

Physical: Additional body part/s Armour Chameleon Claws Duplication Elasticity Elemental attack Elemental form Elemental protection Energy sponge/attack Energy sponge/heal Enhanced sense Enlarged body part Fangs Food sponge/heightened abilities Gliding Growth Heaviness High altitude adaptation High pressure adaptation Intangibility Invisibility Largeness Lightness Magnetism Metamorphosis Quickhealer Reflective Rubberlike Shapechanger Shrinkage Smallness Special sense Springy step Telescoping Underwater breathing Unusual body part Unusual placement of body part Wings

Special Mental ability: A natural Danger sense Double brain Knowledgeable Living library Magic Psionic

Special heightened Species option: This can be used in one of two ways. Either it allows you to double up all the bonuses and effects from one option, or when possible allows you to take two options when the species allows a choice. Level 1: As described above. Level 2: Either choose another new species option or triple the bonuses and effects of one. Level 3: Double the effects of a second option. Level 4: Triple the effect of a second option. Level 5: Have double the effect and bonuses of all options except those increased previosly which stay at their current level.

Special Item: Each special item is unique. While anyone can use the item your character is always better at it. Generally you gain 5 points to whatever skill is used by an item. If not applicable you and the Keeper must agree on what the effect difference will be. Several descriptions have suggested effects.

Item suggestions The special item could be anything (although vehicles and weapons have separate entries below) and you are free to describe what the item is as long as the Keeper is ok with it. Here are some suggestions:

Armor part: Chest plate, glove, pauldron, helmet etc. Jewelry: Medal, talisman, ring, arm band etc Clothing: Scarf, cloak, boots, skirt etc Equipment: Rope, mirror, instrument, tool etc. Miscallenous: Dice, , toy, plant etc.

Defensive: Camouflage Cold Energy shield Fire Force Heat Indestructible Lightning Magical shield Reflection Smell Sonic Syphon, energy, force absorption Water Shield Armor Armor piece

Offensive: Close energy Energy absorbing Energy bolt Sword Weapon

Other: Aligned Animal control Elemental protection Empathic scent Energy shaped items Energy/elemental shape Healing Hearing Intelligent Long distance communication Magic No need to breathe Overpowering stench People control Personal Radar sense Sonar Speak with animals Special companion Telepathic Teleport Tremor sense Underwater breathing Vision Other specialties: A natural Blessed Cosmic enforcerer Lucky Special origin The chosen one

Evil abilities: Aging touch Blood drain Curse Dark allies Death touch Demonology Fear generation Necromancy Petrifying gaze Poison fangs Strength drain Willpower drain

Companion: A companion is a being of some sort that is generally friendly and helpful to you and your allies. If it has to choose it will always chose you over anyone else, and it will be loyal to you. You create the companion just as you create a normal character. They get fewer points than a regular character but it's still possible to create almost anything. You decide on your relation and some points to ponder are below. Some examples of companions are Orko, and Arrow.

Special vehicle: A special vehicle can be special in many different ways, but they are almost always unique, one of a kind. Even if they are similar to a common vehicle they will have at least something which makes them different.

Alphabetic descriptions of Specialties For any attack, see Offensive for the extra options available for ranges, areas of effect and similar. And see Defensive for all options regarding defensive Specialties and items.

Additional body part/s (1 pt each) Physical, item You have one or more additional body parts. This can be any body part, and where on or in your body they are placed is up to you. Any bonus or penalty has to be worked out between you and the game master but here are some suggestions: Extra head (+1 Intelligence, -1 Looks), extra arms (+1 Agility, or 1 extra action per turn), extra legs (+1 Quickness, or double movement), extra heart (+1 Endurance or 10 extra Hit Points), extra eyes (+1 to all sight based skills). Add-on: Every extra point in any one body part allows for an extra bonus. Any penalty negates 1 point of cost. For example, you cane have an extra head for 1 more Intelligence and 1 less Looks for 0 points. For 1 point you can have 2 more Intelligence, or, +10 to any skills that can do with an extra pair of eyes. If others can use this, the effects are halved, or a penalty is doubled.

Aligned (1 pt) Item, companion, vehicle The item will only work for people aligned to your side, whether that be good, bad or neutral. If an item, if others use it, any effect will be a level lowered, or halved. Add-ons: Harmful (1 pt): The item will damage an unaligned being that tries to pick it up or use it. It does 5 points of damage per level per turn of the item or being. The damage is not of any specific type so it can't be countered by any resistance or immunity. Turning (2 pt): An unaligned person who picks up the item or tries to use it will become the same alignment as you.

A natural (1 pt each) Skill Choose one Skill. You never need to roll in order to use that Skill, you always succeed regardless of the difficulty, unless it's considered impossible in case it becomes improbable for you. If you have a Specialty Skill and you combine these you can choose two Skill specializations.

Animal control (1pt) Physical, mental, item You can control one or more animals. You can control some amount (detailed below) of Intelligence points worth of animals or animal-like monsters (but not intelligent humanoids). They are controlled as long as you wish them to be and they will obey every order. When not given orders they follow you around. The level of control is very precise, you can control the movement, behaviour and so on as if you were the animal/s in question. If the ability is physical it is done through verbal commands, while if it's mental the commands can be silent. Level 1: You can control 10 Intelligence points worth of animals. Level 2: You can control 15 Intelligence points worth of animals. Level 3: You can control 20 Intelligence points worth of animals. Level 4: You can control 50 Intelligence points worth of animals. Level 5: You can control 100 Intelligence points worth of animals. If an item the number of Intelligence points controlled is half if other people than you use it.

Animal summoner (1 pt) Physical, mental, item You can call on and command and communicate with local animals. Level 1: You can call on 10 levels worth of local animals and monsters which will arrive within an hour. They will be friendly to you and your allies and are likely to attack enemies if you do. They will stay with you until you dismiss them or leave their type of habitat for more than 10 minutes. Level 2: You can call on 15 levels worth of local animals and monsters which will arrive within 15 minutes. They will be friendly to you and your allies and are likely to attack enemies. They will stay with you until you dismiss them or leave their type of habitat for more than 1 hour. Level 3: You can call on 20 levels worth of local animals and monsters that will arrive within a minute.They will be friendly to you and your allies and are likely to attack enemies. You can give them simple orders like guard, attack, defend, use special ability and so on. They will stay with you until you dismiss them or leave their type of habitat for more than 1 hour. Level 4: You can call on 30 levels worth of continental animals and monsters.They will be friendly to you and your allies and are likely to attack enemies. You can give them advanced orders like sneak around an area to attack enemies from behind and the like. They won't understand every word you say but will get what you mean. They will stay with you until you dismiss them or leave their type of habitat for more than 1 day. Level 5: You can call on 50 levels worth of world animals and monsters and you can choose how many and of what species. The Keeper will have lists of what monsters are available on each world. They will be friendly to you and your allies and are likely to attack enemies. You can have a two way communication with them like with Speak with animals. They will stay with you until you dismiss them if possible. This means that they will stay and die if subjected to temperatures they can't handle for example, but water-breathing animals will not leave their water. If an item, when other people use it, the effect is one level lower, or at level 1 halved.

Armor (1 pt) Item This armor has one of several abilities. Either it protects 20 against all normal physical attacks, physical magic attacks, energy attacks, physical psionic attacks or it protects 40 against any one of them, or it protects 60 against a specific type of element or energy or physical attack. See Defensive for details on energies and elements. This Specialty can be taken as many time as you wish with the same choice of effects every time. For 3 pts you can have armor that protects 60 against every type of physical attack, or one that protects 20 against everything plus 40 against magical attacks and 60 against fire elemental attacks. If you raise the base defense against all attacks, any more specialized defense ir raised alongside it so it stays ahead of he base protection by the same amount as previously. So if you have 20 against everything and 40 against magical attacks, if you raise your protection against everything to 40, you would have 60 against magical attacks. Add-ons: Shared armor: (1pt) You can divide the protection of the armor to your companions, each additional sharer gaining as much as the number of sharers. Two persons get half each, four persons get a quarter each. Variable armor: (2pts) You can move the armor defense points around as you wish so the armor can go from a 20 against everything to a 60 against elemental fire only. The change takes 1 round to complete, and can change as the character wishes. If used by another being all positive effects are halved.

Blessed (1 pt) Other When doing things that are considered good or kind you get one step lower difficulty on everything for a while. A blessed state lasts a minimum of one hour, unless you do something that's considered evil or unkind before it passes. The blessing is instantly lost and you can't get a new one until after a day. The Game Master has a list of what is considered evil and unkind. Add-on: Shared blessing (1 pt): You can lend the blessing to another character at will, and take it back at will. Level 1: At each higher level you can lend it to another character, so at level Level 2: 2 two other characters can enjoy this benefit. Level 3: 4 other characters can enjoy this benefit. Level 4: At level 4 the blessed state last for a day. Level 5: At level 5 your own bless decreases the difficulty by 2 steps. If used by another being all positive effects are except for level 1 which remains the same. Chameleon (1 pt) Item, physical, mental You are able to change the color of yourself and your items to look similar to your surroundings. By doing this you are camouflaged, becoming harder to discover. In order for this to be effective you need to be mostly unclothed. Level 1: You are one difficulty level harder to spot while moving normally and two difficulty levels harder to spot if standing still. Level 2: You are 2 difficulty levels harder to spot while moving normally and three difficulty levels harder to spot if standing still. Level 3: You are 3 difficulty levels harder to spot while moving normally and four difficulty levels harder to spot if standing still. If moving fast you are 1 difficulty level harder to spot. Level 4: You are 4 difficulty levels harder to spot while moving normally and four difficulty levels harder to spot if standing still. If moving fast you are 2 difficulty level harder to spot.You also conceal one or more beings as long as they are behind you and smaller than you. Level 5: You are impossible to discover even if people know where to look. They will discover you if they physically feel around for you. Add-ons: Field (1pt): The camouflage is a field. At level 2 it can encompass 2 people, at level 3 everyone within a 3 meter diameter, at level 4 everyone within 10 meter diameter and at level 5 everyone within 100 meter diameter. At level 4 and 5 you can choose who gets the benefit of the camouflage field and not. In this case there is no need to be patially unclothed. Smell dampening (1 pt): The camouflage also dampens smells making you harder to spot by creatures using smell. The difficulty levels are lowered as for the main level descriptions. Silent running (1 pt): As above but it dampens sounds. Frictionless (1 pt): As above but dampens vibrations. Untouchable (2 pt): You can't be detected even by touching.

Claws (1 pt) Item, physical The character has claws that can be used in attacks. If the character already has claws, either reroll or double all effects of the claws. You can buy additional effects up to 5 levels each. Every level in damage adds the base damage to the total. The length can also add the base length. Add-ons: Claw shooter (1 pt): You can shoot your claws like ranged weapons. The level determines how fast they regrow. Damage is the same as your damage level for all the claws, if you shoot one claw at a time, divide the damage by the number of claws you have. The range is 10 meters per level. Level 1: 1 hour Level 2: 10 minutes Level 3: 1 minute Level 4: 3 turns Level 5: Instant

Cloning (1 pt) Physical, mental, item Copy an item, once. Level 1: You can copy an item that is no bigger than yourself and is made of 2 materials or less, and solid. The copy lasts for 10 minutes. Level 2: You can copy an item that is no bigger than yourself and is made of 4 materials or less and mechanical. The copy lasts for 1 hour. Level 3: You can copy an item that is no bigger than yourself and is made of 10 materials or less and electronic. The copy lasts for 10 hours. Level 4: You can copy an item that is no bigger than yourself and is made of 20 materials or less and magical. A magical artifact will not have the originals power. The copy lasts for a day. Level 5: You can copy an item that is up to four times your size, made of any number of materials. The copy lasts as long as the item would normally last. Add-ons: More time (1): This makes the item last as if it was 1 level higher. At level 5 it becomes as new. More items (1): This makes an additional copy. Larger items (1): Quadruple the size the item can be.

Lookalike (1 pt) Physical You can look like anyone. Unless stated this is physical appearance only and does not include clothing or worn items. Even if you become larger you do not gain weight or Strength for example unless otherwise noted. Level 1: You can look like any other being of the same general type as yourself (humanoid, horseshaped et cetera). Changing between looks takes 1 minute. Level 2: You can look like any other being of the same general type as yourself (humanoid, horseshaped et cetera). Changing between looks takes a round. Level 3: You can look like any other being that is within 50% of your size. Changing between looks is instant. Level 4: You can look like any other being that is within 150% of your size and gain the apporopriate Strength. Changing between looks is instant. You gain 1 Specialty, Ability, power or Skill that the copied being has at level 1, or at half its value. Level 5: As long as your face looks like another being everyone will think that you are that being, even if you have changed right in front of them. You can become 300% larger, and your weight and Strength is appropriate for the size. You also gain 2 Specialties or powers, or Skills that the imitated being has, at Level 2 (or lower if the beings level is lower) or at half its value.

Copycat (1 pt) Mental, Physical, Item Can imitate power of anyone within a certain distance. Level 1: You can gain the power (Mental, or Physical Specialty) of any willing being within 10 meters. The power lasts for 1 round. Your copied power is at Level 2 or lower of the copied being´s power is lower. You can use this power once every 2 rounds. Level 2: You can gain the power (Mental, or Physical Specialty) of any willing being within 20 meters. The power lasts for 1 minute. Your copied power is at Level 2 or lower of the copied beings power is lower. You can use this power once per round. Level 3: You can gain the power (Mental, or Physical Specialty) of any willing being within 100 meters. The power lasts for 10 minutes. Your copied power is at Level 3 or lower of the copied being´s power is lower. You can use this power once per minute. Level 4: You can gain the power (Mental, or Physical Specialty) of any being within 100 meters. The power lasts for 1 day. Your copied power is at Level 3 or lower of the copied being´s power is lower. You can use this power once per minute. Level 5: You can gain the power (Mental, or Physical Specialty) of any being within 1 kilometer. The power lasts until you change to another power. Your copied power is at Level 4 or lower of the copied being´s power is lower. You can use this power once per round. Add-on: Extra storage (1 pt): You can copy two powers at once. Powerful (2 pts): You can copy three powers at once. Transferance (3 pts): You can transfer the imitated power to another willing being. Power surge (1): You can use the power to add Levels to your copied power but the maximum level is still the same as your levels limit (Level 4 power at your Specialty level of 5 for example). At Specialty level 1 this makes the copied Level 3 each time. Mine (2 pts): You actually steal the power for a while making the original owner unable to use it for a while. Level 1: 1 round, Level 2; 3 rounds, Level 3: 1 minute, Level 4: 10 minutes, Level 5:1 hour. Touch: Gain 1 point. You need to touch the being whose powers you want to copy. If an item works as one level lower or halved range at level 1.

Cosmic enforcerer (3 pt) If you have rolled randomly and already gotten this as a profession, reroll ignoring this Specialty. Your mission is to see to it that the universe is in balance. Balance means people live in peace, are safe, healthy and so on. You intuitively know if a being is good, evil or neutral. As long as you are a Cosmic enforcerer you do not age, do not need to consume food or water (but you can if you wish to), do not need to breathe and can withstand the vacuum of space, high altitudes, high heat and high pressure. All these powers come from your armor (see below). You have access to special transportation to take you to your base. Create the specifics using the Special Vehicle Specialty with 50 vehicle points. All cosmic enforcerer vehicles can teleport and travel dimensions and space at warp speed at no extra cost. They are always for only one person, but can actually transport as many as can fit around and touch it. Your base has access to a variety of machines that can heal you, repair your vehicle, allow you to remotely view almost all of the universe, warns of dangers to the balance. It also stores extras of the armor and weapons of the enforcers. The Cosmic enforcerer armor is like a level 1 Armor Specialty but cannot be upgraded. The armor can not be removed unless you permit it. The armor does not confer its abilities to anyone that isn't a cosmic enforcerer and even loses its armor rating so it doesn't even provide any protection. The cosmic enforcerers have a selection of weapons, ranged and melee. They are energy powered by an energy that combines magic, normal energies and elements and the damage rating is 10. If any cosmic enforcerer equipment is lost or destroyed, or the enforcerer is unconscious or mortally wounded, the base will alert all other cosmic enforcerers. This alert is pretty smart so a short unconsciousness will not trigger it for example. You have a code of conduct that unless followed will strip you of your Cosmic enforcerer status. Points spent are retained and can be spent on other Specialties immediately should that happen. No killing if they can be turned to good or neutral. No harming innocents or unnecessarily damaging things needed for living. No personal interferance or participation or action in politics, war and bad relationships unless the balance is threatened. You may however inform others of a situation, and offer advice if asked. Never bring others into you base. Always answer an alarm when the balance is in danger. You may not get romantically involved with beings other than other Cosmic enforcerers.

Danger sense (1pt) Mental, item You have a sunbconscious sense that detects anything dangerous. It could be a nearby ambush, a concealed trap, a poisonous plant. Level 1: When danger is near, or dangerous things are possible you feel it. 10 meter diameter range for general dangers like traps. 100 meter for dangers to you specifically like a bowman aiming at you. Level 2: Like above but you know the direction of the danger. 25 meter range general, 250 meter personal. Level 3: Like above but you know the general type of danger, explosive, poison, ambush and so on. 100 meter diameter range general, 500 meter personal. Level 4: Like above but you know the specifics of the danger like what type of explosive, poison, the number of beings in the ambush and their levels. 500 meter diameter range general, 10 km personal. Level 5. Like above but you also know how to neutralize or defuse the danger, or the plans and intended movement of the ambushers. 100 km general, solar system personal. You can use this Specialty to detect any dangers to any being in range like diseases in people, sharp edges of paper, a rope thats badly frayed and so on if you concentrate for 1 turn.

Defensive (1 pt) Item, mental, physical This Specialty details the various types of purely defensive characteristics a person or item may have. Defenses protects against one or more type of attacks. Those attacks can be physical, magical, psionic, energy, smell, sound or element. 1 point buys either a 20 point basic protection against any physical attack, a 40 point protection against a single type, or a 60 point protection against a specific part of the type, like fire which is a part of the elemental type. They are all detailed below. If the defensive Specialty is an item you must decide what it actually is, like a medallion, a breastplate, a helmet, a shield and so on. Whatever you choose it protects the same way and as much regardless of actual physical size. Physical Any normal weapon or unarmed attack, anything that would be stopped by a physical barrier between it and you. Magical Magical attacks can be physical and elemental, and an armor can protect against those. Many magical attacks however are not physical, nor part of other types of attacks and those can only be protected against by spending 1 pt per spell. The protection however does not protect against a certain amount of damage but makes the protected totally immune or invulnerable against the spell or attack. Energy The following types of attacks fall under energies in this game: Electricity, sound, gravity, force, heat and cold. Smell Any attack that's transferred by smelling it. Element Elements include air, fire, water, earth, ice, poison, dark magic, magic, plant and metal. Psionic (2 pts) This includes any non-physical attack a psionic can make and grants full immunity against those. Add-ons: Limited protection points (+1pt): You can only protect against X points per round. Field (1 pt): The defense is a field. At level 2 it can encompass 2 people, at level 3 everyone within a 3 meter diameter, at level 4 everyone within 10 meter diameter and at level 5 everyone within 100 meter diameter. At level 4 and 5 you can choose who gets the benefit of the protective field and not. Syphon, energy, force absorption Healer 1pt): The attack heals half of what it's damage value would have been. Reflection (1pt): Any attack is directed back at the attacker. Reflection attack type change (1 pt, needs reflection): As above, plus you can change the type of attack that's returned. 1 point per type of specific part of an attack type. Reflection direction change (1 pt, needs reflection: As reflection but you can choose who or what the reflected attack hits. You can also split the attack into as many smaller attacks as you want, the damage per attack is divided by the number of attacks. You can't make more attacks than the number of damage points.

Detachable controlled bodyparts (1 pt) Physical, item You can detach a specific body part per point spent. It can move independently and you know what it knows. The characteristics of the body part determines what it can actually do. An arm can't see while an eye can for example. Add-ons: Senses (1pt): The body part has the same senses as you. Vocal (1pt): You can speak through the body part. Disposable (1pt): If destroyed or abandoned it will wither away or simply fade away. A new one will be regenerated in time. Level 1: 1 day, Level 2: 1 hour, Level 3: 10 minutes, Level 4: 3 turns, Level 5: Instant. Companion (1pt): The body part is a full on companion. Create the companion according to the rules below with 45 character points.

Double brain (1 pt) Physical Double brain can confer one or several advantages, some that come with disadvantages. Action: double your normal actions per round. You can also do two normal actions at the same time, like read two books at once. Double consciousness: Any mental attack only affects one of your brains so you can continue to function as long as one brain is active. Any mental attack that causes damage only does half damage, unless it's an area attack, in which case it does double. Two personalities (3 pts): Each of your brains have its own personality. Create the personality as if it was a complete other character, determine the Abilities and Skills and Specialties of each. It takes two rounds to change personalities during which time you may do nothing. If one becomes unconscious the other automatically takes over instantly. Two at once (2 pts): Like above but both personalities are conscious at the same time. In normal situations you gain the Action advantage, but in stressful, competetive and important situations, like if hit in combat you need to roll a difficult Mental roll, or get -1 to Agility and Quickness due to conflicting orders to the body.

Duplication (1 pt) Physical The character can create one or more perfect copies of himself. The higher the level the longer it remains. Any item worn is duplicated unless it is truly unique like a magical artifact. Instead a similar item replaces the unique item, but never has any power of its own. When a duplicate disappears all items disappears. The duplicates while they have all of your Abilities, Skills and Specialties can't duplicate themselves. A duplicate is just as intelligent and as interested in staying alive as you are and will not sacrifice themselves, or willingly die. Otherwise they will follow most orders. The duplicate materialises next to you, to anyone looking it looks like you separated into two complete beings. Level 1: Remains for 1 minute. Takes a day before a new one can be made. Level 2: Remains for 10 minutes. Takes a day before a new one can be made. Level 3: You can make 2 duplicates at once. Remains for 1 hour. Takes 12 hours before new ones can be made. Level 4: You can make 3 duplicates at once, and can have 6 total active. Remains for 1 day. Takes an hour before new ones can be made. Level 5: You can make 5 duplicates, and can have 10 total active. Remains until dismissed. Takes a minute before new ones can be made. Add-on: Chaotic clones (1 pt): Your duplicates doesn't have your Specialties, instead randomly determine what they have instead as if creating a new character. Utilty duplicate (1 pt): You can change 20 Ability points of your duplicates before creating them, or change 5 skills that you have for 5 other ones. Duplicate others (1 pt): You can duplicate another being that you touch that is roughly your own level or lower. Megaclone (3pts): You can create a hybrid duplicate of all persons you can touch or that can touch you and pick and choose Abilities and Specialties freely. Watched duplicate (1 pt): You don't need to touch a being to duplicate it, just see it. Remembered duplicate (2 pts): You can have up to 5 duplicates stored in memory that you can bring forth as normal.

Elasticity (1 pt) Physical You can elongate yourself, or parts of your body because your are naturally elastic.The standard elasticity means one pair of limbs are elastic. Temporary elasticity remains for 1 turn per level in the main Specialty. Temporary elasticity for items on your body remains as long as you wish. Note that unique magical items can't become elastic. Level 1: You or your body part can squeeze through an opening which is half as wide as you are at your widest. The elastic part can stretch up to 3 meters. You take 1 less damage from non-sharp objects including clawless hands. Level 2: You or your body part can squeeze through an opening which is half as wide as your head. The elastic part can stretch up to 10 meters. You take 2 less damage from non-sharp objects including clawless hands. Level 3: You or your body part can squeeze through an opening which is half as wide as your hand. The elastic part can stretch up to 25 meters. You take 3 less damage from non-sharp objects including clawless hands. Level 4: You or your body part can squeeze through an opening which is half as wide as your smallest finger. The elastic part can stretch up to 50 meters. You take 5 less damage from non-sharp objects including clawless hands. Level 5: If water can get through an opening, you or your body part can too. The elastic part can stretch up to 100 meters. You take 10 less damage from non-sharp objects including clawless hands. Add-on: One limb only (Gain 1 pt): Self explanatory? Whole body (1 pt): Your entire body is elastic. Shared elasticity (1pt): Items you touch temporarily become elastic if you wish it. For everyone (2 pts): Items and beings you touch temporarily become elastic if you wish it.

Elemental protection (1 pt) Physical, item, mental This gives the wearer either complete protection agains a single element (out of the following: fire, water, ice, earth, wind, electricity, poison, dark magic, psionics, plants, metal), or 20 points of protection against three of them, 10 points against 6 of them or 5 points against all of them). Only dark magic and psionic can be mentally protected against. If an item is used by others the effects are halved.

Elemental form (2 pt) Physical You and your items become elemental. Fire Apart from what is described below, becoming elemental fire means you take no damage from fire, heat or cold. You take 50% more damage from water. Level 1: You become elemental fire. Items you wear or hold does not catch fire from the heat unless you want them to. Anyone touching you will take X fire damage and if you touch someone or something they will take the same amount of damage unless you deliberately cool down. Level 2: You and what you wear become elemental fire. Items you hold does not catch fire from the heat unless you want them to. Anyone touching you will take X fire damage and if you touch someone or something they will take the same amount of damage unless you deliberately cool down. Level 3: You and what you wear and hold become elemental fire. Anyone touching you will take X fire damage and if you touch someone or something they will take the same amount of damage unless you deliberately cool down. You can stretch and expand to double your normal size and become as untangible as fire. Level 4: Anyone touching you will take X fire damage and if you touch someone or something they will take the same amount of damage unless you deliberately cool down. Your projectile weapons functions normally but gains the elemental fire damage as well. You can also hurl flaming projectiles doing the same amount of damage with your normal throwing range. (If you use the simpler rules the range is X.) Level 5: Anyone touching you will take X fire damage and if you touch someone or something they will take the same amount of damage unless you deliberately cool down. Your flaming projectiles now do X damage and your normal throwing range is 10 times your normal range. You only need to touch a flammable object to make it burn. You can move your normal movement rate along flammable objects with no other restrictions, and your intangability makes it possible to move through small cracks and holes. Water Apart from what is described below, becoming elemental water means you take no damage from physical damage or heat. You take 25% more damage from fire, cold and ice. Level 1: You become elemental water. Items you wear or hold does not become wet unless you want them to. Level 2: You and what you wear become elemental water. Items you hold does not become wet unless you want them to. You can vary your body´s consistency from as soft as a fluffy pillow to as hard as packed ice. Level 3: You and what you wear and hold become elemental water. You can vary your body´s consistency from runny water to as hard as packed ice.You can expand to double your normal size and become as hard to restrain as water. Level 4: Your projectile weapons functions normally but gains the elemental water damage as well. You can change your form and stretch it out to ten times its normal length and form hands, heads, feet and other normal parts of your body anywhere along the shape, but no more body parts than your normal form. Level 5: You can shoot streams of water which counts as up to 10 times you own strength, minimum of 100. You can move your normal movement rate along liquid surfaces with no other restrictions, making jumps equal to your liquid length, and your intangability makes it possible to move through small cracks and holes. During heavy rain you can practically fly your normal movement speed. Ice Apart from what is described below, becoming elemental ice means you take no damage from ice, cold and water. You take 50% more damage from fire. Level 1: You become elemental ice. Items you wear or hold does not take any damage from the cld unless you want them to. Anyone touching you will take X ice damage and if you touch someone or something they will take the same amount of damage unless you deliberately cool down. Level 2: You and what you wear become elemental ice. Items you hold does not catch fire from the heat unless you want them to. Anyone touching you will take X ice damage and if you touch someone or something they will take the same amount of damage unless you deliberately warm up. Level 3: You and what you wear and hold become elemental ice. Anyone touching you will take X ice damage and if you touch someone or something they will take the same amount of damage unless you deliberately heat up. You can expand to double your normal size and become as hard as ice. Level 4: Anyone touching you will take X ice damage and if you touch someone or something they will take the same amount of damage unless you deliberately heat up. Your projectile weapons functions normally but gains the elemental ice damage as well. You can also hurl ice projectiles doing the same amount of damage with your normal throwing range. (If you use the simpler rules the range is X.) The projectiles can be either balls or icicles. Level 5: Anyone touching you will take X ice damage and if you touch someone or something they will take the same amount of damage unless you deliberately heat up. Your ice projectiles now do X damage and your normal throwing range is 10 times your normal range. You only need to touch a living being or organic object to make it frozen through, effectively making them immobile. Earth Apart from what is described below, becoming elemental earth means you take no damage from fire, heat, cold, poisons, smells and normal physical attacks. You take 50% more damage from water until you reach the level where you can become stone. Level 1: You become elemental earth. Level 2: You and what you wear become elemental earth. If you physically attack with parts of ypur body you do an additional 4 points of damage. You can control your form to become twice as large but your mass remains the same. Level 3: You and what you wear and hold become elemental earth. Your consistency can be from runny mud to hard sand stone. In sand stone form you do an additional 6 points of damage. Level 4: Your projectile weapons functions normally but gains the elemental earth damage as well. You can also hurl rock projectiles doing the same amount of damage with your normal throwing range. (If you use the simpler rules the range is X.) You can also meld into untreated earth materials like stone, sand, dirt. You can become rock hard, taking no damage from water anymore. In your hardets rock form you do an additional 8 points of damage. Level 5: You can become as hard as diamond. Your earth projectiles now do double your normal damage and your normal throwing range is 5 times your normal range. You can meld into any rock or earth material, and if you are in touch with it you can transform the consistency of it from anything between mud and stone. As you do so you can also change the shape of the material as far as you can reach. Wind Apart from what is described below, becoming elemental wind means you take no damage from winds, poison, fire, heat or cold. You take 50% more damage from damaging fumes and mists. In wind form (level 2 or higher) you can blow through any place where air could pass. In wind form you make noise, which makes it impossible to be stealthy. Level 1: You become elemental wind. Items you wear or hold does not blow away unless you want them to. Light items like paper, leaves and feathers within 3 meters will blow away unless you deliberately contain yourself. Your movement in wind form is double your standard movement. Level 2: You and what you wear become elemental wind. Light items like paper, leaves and feathers within 6 meters will blow away unless you deliberately contain yourself. Level 3: You and what you wear become elemental wind. Light items like paper, leaves and feathers within 10 meters will blow away unless you deliberately contain yourself. You can grow to twice your normal size (which increases the wind radius to 20 meters). Your movement in wind form is thrice your standard movement. Level 4: You and what you wear become elemental wind. Light items like paper, leaves and feathers within 10 meters will blow away unless you deliberately contain yourself. You can grow to twice your normal size (which increases the wind radius to 20 meters). At this level smaller items like pebbles, cutlery and fruits will blow away, or alternatively you can keep them swirling around you which makes you harder to attack. You can also make wind funnels up to 20 meters long which acts as a storm in strength for beings to withstand. You can make wind lift a normal person. Your movement in wind form is four times your standard movement. Level 5: You and what you wear become elemental wind. Light items like paper, leaves and feathers within 30 meters will blow away unless you deliberately contain yourself. You can grow to four your normal size (which increases the wind radius to 100 meters). At this level smaller items like pebbles, cutlery and fruits will blow away, or alternatively you can keep them swirling around you which makes you harder to attack. Medium items like dogs, chairs and so on start to blow away, or alternatively can be made to swirl around you making you harder to hit and anyone caught within the area takes X damage. You can also make wind funnels up to 20 meters long which acts as a storm in strength for beings to withstand. You can make wind lift a total weight of a ton, and you can direct the direction and intensity so for example, you could probably take your entire group flying. Your movement in wind form is ten times your standard movement. Electricity Apart from what is described below, becoming elemental electricity means you take no damage from earth, fire, heat, poison or cold. You take 50% more damage from water. Level 1: You become elemental electricity. Items you wear or hold does not catch fire from the heat, or take any type of electric damage unless you want them to. Anyone touching you will take X electric damage and if you touch someone or something they will take the same amount of damage. Metal within 1 meters distance will draw electric streams to them, doing the same amount of damage. Level 2: You and what you wear become elemental electricity. Items you hold does not catch fire from the heat or take electric damage unless you want them to. Anyone touching you will take X electric damage and if you touch someone or something they will take the same amount of damage unless you deliberately cool down. If the touch is upheld, items that are flammable will burst into flame in the second round (6 seconds). Metal within 3 meters will draw streams of electricity which will do the same amount of damage if you want it to. Level 3: You and what you wear and hold become elemental electricity. Anyone touching you will take X electric damage and if you touch someone or something they will take the same amount of damage. They will catch fire in the same round if flammable. You can expand parts or the whole of your body to ten times your normal size for one round at a time every 5th turn. Metal within 10 meters will draw streams of electricity which will do the same amount of damage if you want it to. Level 4: Anyone touching you will take X electric damage and if you touch someone or something they will take the same amount of damage. Flammable items will burst into flame and be destroyed completely if they have less hit points than your damage. Your projectile weapons functions normally but gains the elemental electric damage as well. You can also hurl lighting bolts doing the same amount of damage with 10 times your normal throwing range. (If you use the simpler rules the range is X.) You can expand parts or the whole of your body to 100 times your normal size for one round at a time every 2nd turn. Metal within 50 meters will draw streams of electricity which will do the same amount of damage if you want it to. Level 5: Anyone touching you will take X electric damage and if you touch someone or something they will take the same amount of damage. Flammable items will burst into flame and be destroyed completely if they have less hit points than your damage. Your projectile weapons functions normally but gains the elemental electric damage as well. You can also hurl lighting bolts doing the same amount of damage with 10 times your normal throwing range. (If you use the simpler rules the range is X.) You can expand parts or the whole of your body to a thousand times your normal size for one round at a time every 2nd turn. Metal within 100 meters will draw streams of electricity which will do the same amount of damage if you want it to. You can travel along electrically positive surfaces and materials, at 100 times your normal travel speed while being aware where you're going or 3000 times your normal speed if you don't care what you run into. Examples of materials include water and metal. Your minimum width in electric form is 5 centimeters. You can not travel through electrically positive materials from one side to another. Poison Apart from what is described below, becoming elemental poison means you take no damage from physical damage or heat. You take 25% more damage from fire, cold and ice. In your elemental poison form you can choose to not harm beings or materials that come in touch with you. In elemental poison form your like a very loose gelatinous form. In time (3 turns) you can sink through openings as small as your fist is large. Level 1: You become elemental poison. Items you wear or hold will not be harmed by the posion unless you want them to. Anyone touching you with unprotected skin will take X poison damage and if you touch someone or something they will take the same amount of damage. Someone biting you, swallowing you or parts of you take double. Level 2: You and what you wear become elemental poison. Items you wear or hold will not be harmed by the posion unless you want them to. Anyone touching you with unprotected skin will take X poison damage and if you touch someone or something they will take the same amount of damage unless you deliberately cool down. Someone biting you, swallowing you or parts of you take double. Level 3: You and what you wear become elemental poison. Items you wear or hold will not be harmed by the posion unless you want them to. Anyone touching you with unprotected skin will take X poison damage and if you touch someone or something they will take the same amount of damage unless you deliberately cool down. Someone biting you, swallowing you or parts of you take double. You can vary your body´s consistency from as soft as a fluffy pillow to as hard as packed ice. At this level you also become acidic and will harm organic materials for X damage. This is in addition o the poison damage if someone touches you unprotected, bites or swallows you. Level 4: You and what you wear become elemental poison. Items you wear or hold will not be harmed by the posion unless you want them to. Anyone touching you with unprotected skin will take X poison damage and if you touch someone or something they will take the same amount of damage unless you deliberately cool down. Someone biting you, swallowing you or parts of you take double. You can vary your body´s consistency from as soft as a fluffy pillow to as hard as packed ice. At this level you also become acidic and will harm organic materials for X damage. This is in addition o the poison damage if someone touches you unprotected, bites or swallows you. Your projectile weapons functions normally but gains the elemental poision damage as well. You can also hurl poision projectiles doing the same amount of damage with your normal throwing range. (If you use the simpler rules the range is X.) Your poision and acidity now harms plants the same way they do living beings. The acidity now affects non-living materials such as stone and metals at half your normal acid damage. Level 5: You and what you wear become elemental poison. Items you wear or hold will not be harmed by the posion unless you want them to. Anyone touching you with unprotected skin will take X poison damage and if you touch someone or something they will take the same amount of damage unless you deliberately cool down. Someone biting you, swallowing you or parts of you take double. You can vary your body´s consistency from as soft as a fluffy pillow to as hard as packed ice. At this level you also become acidic and will harm organic materials for X damage. This is in addition o the poison damage if someone touches you unprotected, bites or swallows you. Your projectile weapons functions normally but gains the elemental poision damage as well. You can also hurl flaming projectiles doing the same amount of damage with your normal throwing range. (If you use the simpler rules the range is X.) Your poisionous projectiles now do X damage and your normal throwing range is 10 times your normal range. You no longer take damage from water and can absorb liquids to become twice your normal size. Dark magic Apart from what is described below, becoming elemental dark magic means you take no damage from fire, ice, poison, acid and normal weapons. You take half damage from water. You take double damage from any magic that is not dark. The dark magic form is like a thick mist which enables you to enter openings small enough for air to pass through in 3 turns. Level 1: You become elemenental dark magic. Items you wear or hold is not harmed by the magic unless you want them to. Anyone touching you will take X magic damage and if you touch someone or something they will take the same amount of damage unless you deliberately power down. Dark magic harms living beings, plants, undead, psionic, and etheral beings. Level 2: You and what you wear become elemental dark magic. Items you wear or hold is not harmed by the magic unless you want them to. Anyone touching you will take X magic damage and if you touch someone or something they will take the same amount of damage unless you deliberately power down. Any dark magic cast on you heals you X points per level of magic. Holding a dark magic item heals you 1 pt/ level of the item. Level 3: You and what you wear become elemental dark magic. Items you wear or hold is not harmed by the magic unless you want them to. Anyone touching you will take X magic damage and if you touch someone or something they will take the same amount of damage unless you deliberately power down. You can stretch and expand to double your normal size. Level 4: You and what you wear become elemental dark magic. Items you wear or hold is not harmed by the magic unless you want them to. Anyone touching you will take X magic damage and if you touch someone or something they will take the same amount of damage unless you deliberately power down. Your projectile weapons functions normally but gains the elemental fire damage as well. You can also shoot dark magic bolts doing the same amount of damage with your normal throwing range. (If you use the simpler rules the range is X.) Any dark magic cast on you heals you X points per level of magic. Holding a dark magic item heals you 4 pts/ level of the item. Any magic that does damage to you makes you gain half the level in magical energy. (See the chapter on magic energy fr what you can do with it.) Level 5: You and what you wear become elemental dark magic. Items you wear or hold is not harmed by the magic unless you want them to. Anyone touching you will take X magic damage and if you touch someone or something they will take the same amount of damage unless you deliberately power down. Your projectile weapons functions normally but gains the elemental electricity damage as well. Your bolts now do X damage and your normal range is 10 times your normal throwing range. The bolts are now like lightning and will move through anything that isn't magic and can damage anything it passes through. Any dark magic cast on you heals you X points per level of magic. Holding a dark magic item heals you 10 pts/ level of the item. Any magic that does damage to you makes you gain half the level in magical energy. (See the chapter on magic energy for what you can do with it.) Psionics In psionic form you are intangible, invisible for a time (but can become or stay visible to those you choose) and you cant be harmed by anything except any type of magic and psionics. Some forcefields affect psionic forms and will stop you. Level 1: You become elemental psionic. Anything you wear will fall off unless you decide to keep parts of yourself in physical form. You are also able to telekinetically carry, lift, and move physical objects with the same total weight as your Strength Attribute will allow. Anyone touching you will take X psionic damage and if you touch someone or something they will take the same amount of damage unless you deliberately power down. Level 2: You become elemental psionic. Anything you wear will fall off unless you decide to keep parts of yourself in physical form. You are also able to telekinetically carry , lift, and move physical objects with the same total weight as if your Intelligence Attribute was your Strength score. (If your Strength is higher than your Intelligence you can use Strength instead.) Anyone touching you will take X psionic damage and if you touch someone or something they will take the same amount of damage unless you deliberately power down. You can now become invisible for one round per minute. Level 3: You become elemental psionic. Anything you wear will fall off unless you decide to keep parts of yourself in physical form. You are also able to telekinetically carry , lift, and move physical objects with the same total weight as if your Intelligence Attribute was your Strength score, doubled. (If your Strength is higher than your Intelligence you can use Strength instead, but that score isn't doubled.) Anyone touching you will take X psionic damage and if you touch someone or something they will take the same amount of damage unless you deliberately power down. You can now become invisible for two Rounds per minute. Level 4: You become elemental psionic. Anything you wear will fall off unless you decide to keep parts of yourself in physical form. You are also able to telekinetically carry , lift, and move physical objects with the same total weight as if your Intelligence Attribute was your Strength score, times 5. (If your Strength is higher than your Intelligence you can use Strength instead, but that score isn't multiplied.) Anyone touching you will take X psionic damage and if you touch someone or something they will take the same amount of damage unless you deliberately power down. You can perform psionic attacks that does the same amount of damage as your touch, and you calculate the range as your Intelligence score times 2. You can now become invisible every other round. Level 5: You become elemental psionic. Anything you wear will fall off unless you decide to keep parts of yourself in physical form. You are also able to telekinetically carry , lift, and move physical objects with the same total weight as if your Intelligence Attribute was your Strength score, times 5. (If your Strength is higher than your Intelligence you can use Strength instead, but that score isn't multiplied.) Anyone touching you will take X psionic damage and if you touch someone or something they will take the same amount of damage unless you deliberately power down. You can perform psionic attacks that does the same amount of damage as your touch, and you calculate the range as your Intelligence score times 2. You can now become invisible as much as you wish, for any duration. You can decide which beings who can see you and who can't. Plants Apart from what is described below, becoming elemental plant means you take no damage from water or air. Gasses only do a 10th of the intended effect on you. You take 50% more damage from fire, heat and cold. As long as you become elemental plant and there is sunlight you do not need to eat. You need the normal amount of liquids. Level 1: You become elemental plant. In this form you have all your normal scores, but you gain the ability to regenerate any damage as long as it doesn't kill you. You heal at twice the normal rate, or at 4 times the normal rate if you have access to water, sunlight and dirt, sand or other parts of land. Lost bodyparts will regrow in a month, becoming functional, but at half capacity after 2 weeks. Level 2: You and what you wear become elemental plant. At this stage you can choose to have either thorns or a soft bark like skin which protects X. You heal at three the normal rate, or at 6 times the normal rate if you have access to water, sunlight and dirt, sand or other parts of land. Lost bodyparts will regrow in two weeks, becoming functional, but at half capacity after 1 week. Level 3: You and what you wear become elemental plant. At this stage you can choose to have thorns and/or a soft bark like skin which protects X. You dividee three points of upgrade between the two as you want. ou heal at twice the normal rate, or at 4 times the normal rate if you have access to water, sunlight and dirt, sand or other parts of land. You heal at 4 times the normal rate, or at 8 times the normal rate if you have access to water, sunlight and dirt, sand or other parts of land. Lost bodyparts will regrow in a week, becoming functional, but at half capacity after 3 days. Level 4: You and what you wear become elemental plant. At this stage you can choose to have thorns and/or a soft bark like skin which protects X. You dive three points of upgrade between the two as you want. Your damage and armor doubles at this level. If you decide not to have any extra armour you can instead become vinelike, stretching to four times your length and gaining an additional 5 Dexterity in this form. You heal at 5 times the normal rate, or at 10 times the normal rate if you have access to water, sunlight and dirt, sand or other parts of land. Lost bodyparts will regrow in three days, becoming functional, but at half capacity after 2 days. You can no longer be unconscious from combat damage. Your plant form gives a high level of camoflage as long as you are next to other plants. You can move through dirt at a tenth your normal movement rate and can hold your breath for your Constitution score hours. Level 5: You and what you wear become elemental plant. At this stage you can choose to have thorns and/or a soft bark like skin which protects X. You dive three points of upgrade between the two as you want. Your damage and armor doubles at this level. If you decide not to have any extra armour you can instead become vinelike, stretching to four times your length and gaining an additional 5 Dexterity in this form. You heal at 5 times the normal rate, or at 10 times the normal rate if you have access to water, sunlight and dirt, sand or other parts of land. Lost bodyparts will regrow in one day, becoming functional, but at half capacity after 8 hours. You can no longer be unconscious from combat damage. You can now take the shape of any plant, but you retain your normal mass and volume. You can move through dirt at half your normal movement rate and can hold your breath for your Constitution score days. You can also be without any sustenance for your Constition days, before you start to hunger. Metal Apart from what is described below, becoming elemental metal means you take no damage from air, poison, psionics, water or cold. You only take damage from heat and fire that is of your own level or higher, and then at 50%. Level 1: You become elemental metal. You become twice as heavy and half as fast as your normal form. You possess an armour rating of X, and your Strength effectively goes up by X points. Level 2: You and what you wear become elemental metal. You become twice as heavy and retain your normal movement rate. You possess an armour rating of X, and your Strength effectively goes up by X points. Level 3: You and what you wear become elemental metal. You become twice as heavy and retain your normal movement rate. You possess an armour rating of X, and your Strength effectively goes up by X points. You can now control what type of metal you become. It has the following effects: Light metal: You retain your normal weight, the armor rating is X and your strength is your normal strength. You may choose to double your size and weight. Heavy metal: You become 4 times as heavy, and your strength goes up by X points. Level 4: You and what you wear become elemental metal. You become twice as heavy and retain your normal movement rate. You possess an armour rating of X, and your Strength effectively goes up by X points. You can now control what type of metal you become. It has the following effects: Light metal: You retain your normal weight, the armor rating is X and your strength is your normal strength. You may choose to double your size and weight. Heavy metal: You become 6 times as heavy, and your strength goes up by X points. Any projectile weapon you carry now have their effects becoming elemental metal. This means that energy weapons have their projectiles become physical metal and have their ranges halved. Level 5: You and what you wear become elemental mental. You become twice as heavy and retain your normal movement rate. You possess an armour rating of X, and your Strength effectively goes up by X points. You can now control what type of metal you become. It has the following effects: Light metal: You retain your normal weight and double your speed, the armor rating is X and your strength is your normal strength. You may choose to double your size and weight, but in that case your movement rate is yor normal one. Heavy metal: You become 10 times as heavy, and your strength goes up by X points. Liquid metal: You retain your normal values, but you may now become liquid in whole, or in part. You may change your shape into any non mechanical or electronic item, go through cracks and holes as small as 1 cm wide.

Elemental attack (1 pt) Physical, item You can project an element as an attack. You can choose if it's in the form of a ball, a stream or a cone. Level 1: The Damage is now X and the range is X. Level 2: The Damage is now X and the range is X. Level 3: The Damage is now X and the range is X. Level 4: The Damage is now X and the range is X. Level 5: The Damage is now X and the range is X. Additonal effects are as per the chosen element. Fire At level 3 items can catch on fire. At level 5 they will catch on fire if you wish, and metal will take damage. Water If the attack is a stream, it can stop people with strength of less than your damage from moving towards you. If it's a cone or ball, it may instead knock people off their feet. Air If the attack is a stream, it can stop people with strength of less than your damage from moving towards you. If it's a cone or ball, it may instead knock people off their feet. At level 3 you may create a whirlwind around a normal sized or smaller being which spins them around, making them stunned. At level 4 the whirlwind can encompass 3 normal sized, or one large being. At level 5 the whirlwind may encompass 10 normal sized beings or 3 large, or one gargantuan. Earth Doubles the damage, halves the range. Ice In addition to the damage, each hit lowers the constitution and strength of the target by 1. Psionic At level 3 a being is stunned for 1 round, at level 4 for 3 rounds, at level 5 becomes unconscious if you wish. Dark Magic As stated. Dark magic harms living beings, plants, undead, psionic, and etheral beings. You only take half from any dark magic attack or effect. At level 5 you are immune to dark magic. Poison At level 3 becomes poisoned (X dam/turn), at level 4 (X dam/turn), at level 5 dies if you wish. Metal Triples the damage, range is a quarter of the stated number. Plant Does not do any damage, instead it irritates, giving the target minus the damage to the targets attack or skill roll. At level 3 can trip, at level 4 entangle, at level 5 hold. Add-ons: Extra range (1): Add your range to your base range. Extra attack (1 per extra attack): You may fire of additional attacks. Extra width (1): A ball and streambecomes twice the size, doubling the damage, a cone becomes a half circle. Another point adds another stream or balls size, and a half circle becomes a full circle. High intensity (1): The stream, ball or cone becomes half the size, but twice as damaging. Through (2 pts): The projectile will move through anything it can move through, damaging anything within it's range until it hits its target. Availability (+1): You may only use your attacks if there is plenty of the material nearby.

Energy/elemental shaped items (1 pt) Phsyical, item, mental You can form items out of elements. The item can be solid, hollow, and it can be mechanical (but not electronic. Any item will have its elemental properties so a chair of fire will burn and light things up for example, and a 100 cubic foot fire will not weigh anything. This specialty works with elemental attack so if you have the same type of elemental or energy as an attack you can for example shoot chairs of fire. Mental can only use magic or psionic energy. Level 1: You can construct 1 item of approximately one cubic feet and 10 kgs weight max. If used as a shield it absorbs x amount of damage. Level 2: You can construct 1 item of approximately 3 cubic feet and 50kgs weight max. If used as a shield it absorbs x amount of damage. Level 3: You can construct 1 item of approximately 5 cubic feet and 100 kgs weight max, or 2 items with level 1 statistics. If used as a shield it absorbs x amount of damage. Level 4: You can construct 1 item of approximately 20 cubic feet and 500 kgs weight max, or 3 items with level 2 statistics. If used as a shield it absorbs x amount of damage. Level 5: You can construct 1 item of approximately 100 cubic feet and 10000 kgs weight max. If used as a shield it absorbs x amount of damage. Add-Ons: Attached (+1pts): You have to be attached to the item in question, by touch, or if you have elemental form, or attack within the range of your power. Long-lasting: The item stays functional for 1 hour per level, after having been separated from you. Concentrated: If you concentrate on it, the item stays functional. Heavy: Your normally weightless energies or elements now have weight as per your level so when you smash a chair of elemental fire over someones head it does both physical and fire damage.

Energy sponge/attack (1 pt) Physical, item When attacked by some elemental energies you absorb that energy and can use it as an offensive attack. If you have some sort of attack already you can decide if this power adds energy (damage/range) to that attack, or if your attack mirrors the type that you were attacked with. Level 1: Choose 3 types of energies. When attacked you absorb x damage. Any remaining damage is taken as normal. Half the damage absorbed can be used as an attack of the same type. You can store x amounts of energy, any excess vanishes. Level 2: Level 3: All of the damage can be used as an attack, and the attack can be split up into two separate attacks of equal power (round fractions up). Level 4: Level 5: Add-ons: Extra energies (1): You may add one additional type of energy. Less energies (+1): You may remove one energy type. Damaging energy: Stun energy: Your energy does half damage but adds a chance of stunning a target. Shrinking energy Blinding energy: Counterenergy: Your attack consists of the opposing type of energy that you were attacked with.

Energy sponge/heal (1 pt) Physical, item When attacked by some energies you absorb that energy and can use it to heal yourself. Level 1: Choose 3 types of energies. When attacked you heal half of the damage. Level 2: You heal all the damage. Level 3: You heal double the damage. Level 4: You may store up to X amount. Level 5: Energy is drawn towards you. Any attacks that would hit a friend within 5 meters instead hits you. You may turn this effect off. Add-ons: Extra energies (1): You may add one additional type of energy. Less energies (+1): You may remove one energy type. Transferrance: You can heal someone else.

Enhanced sense, hearing (1 pt each) Physical, item, mental The character has some sort of enhanced sense. Hearing: The person has one of the following listening abilities: Hear a voice regardless of noise, recognize person regardless, hear across vast distances. Superhearing: The character can hear anything within a mile, and separate each sound, and sense its precise place of origin. Level 1: 100 meters. Level 2: 500 meters. Level 3: A mile. Level 4: An entire continent. Level 5: The entire planet. Superunderstanding: The character understands what anyone's saying just from the tone of their voice. Level 1: You understand any intelligent beings language. Level 2: You understand any beings language. Level 3: You notice a persons general mood and attitude towards you. Level 4: You notice a beings specific mood and attitudes toward you and anyone they speak to. Level 5: You understand if a person is lying. If your intelligence is higher than the person speaking, you also understand what is spoken of, such as an explanation of how to operate sophisticated electronic devices even if you are a barbarian. Noisecancelling: The character is unaffected by damaging sounds and sounds that give negative penalties. Level 1: Protects against 10 points of damage and halves any negative effects. Level 2: Protects against 20 points of damage, and negative effects are lessened to 1/10 of the effect. Level 3: Protects against 100 points of damage, and immune to negative effects. Level 4: Protects against 500 points of damage. Level 5: No sounds can damage the character in any way.

Enhanced sense, taste (1 pt each) Physical, item, mental Supertounge: The character knows ingredients in food or beverages. Level 1: The character can tell up to 5 different ingredients in food or beverages. Level 2: The character can identify up to 15 ingredients in food or beverages. Level 3: The character can identify all ingredients in food or beverages. Level 4: The character can also sense the purpose of each ingredient. A character can also identify who made the food or beverage if that being has come in contact with the food, if he can taste the person. Level 5: The character knows the exact possible effects of all ingredients. Unpoisonable: The character is resistant or immune to poisons and can live on spoiled or rotten food. All you can do with this Specialty can be done to venoms and contact posions too, but the damage protection is halved, or lowered a level. Level 1: The character is protected of 10 points of ingested poison damage and halves any other negative effects. Spoiled and rotten foods have no negative effects. Level 2: The character is protected of 20 points of ingested poison damage and any other negative effects are lessen to 1/10th of the effect. Level 3: The character is protected of 50 points of ingested poison damage and can sense the general effect of the poison. Level 4: The character is protected against 100 points of ingested poison damage and can sense the exact effect of the poison. Level 5: Immune to all ingested poisons and can sense exactly what can counteract a poison.

Enhanced sense, smell (1 pt each) Physical, item, mental Supersmell: The character can identify and follow any smell or odor. This works in any atmosphere with air or similar, and under water if the character can breathe under water. Level 1: The range is 100 meters. You can tell a general smell, and follow a specific one one hour after passing as long as the winds are gentle. Level 2: The range is 500 meters. You can follow a specific smell two hours after passing as long as it isn't windy. Level 3: The range is 5 kilometers. You can tell all smells within 500 meters and you can follow a specific smell 5 hours after passing even if it's windy. Level 4: The range is a continent. You can tell and identify all smells within 500 meters and you can follow a specific smell 1 day after passing even there are strong winds. Level 5: The range is an entire world. You can tell and identify all smells within 1 kilometer and you can follow a specific smell 1 day after passing regarldess of the wind conditions and other factors. A strong smell is possible to pick up for 1 week. The smells allow you to sense the originators feelings, health and similar qualities. Odor Immunity: Level 1: Protects against 10 points of damage and halves any negative effects. Level 2: Protects against 20 points of damage, and negative effects are lessened to 1/10 of the effect. Level 3: Protects against 100 points of damage, and immune to negative effects. Level 4: Protects against 500 points of damage. Level 5: No smells can damage the character in any way.

Enhanced sense, touch (1 pt each) Physical, item, mental In order for this to work, there must be a physical connection between you and what you can sense. You can't detect flying beings for example. Supertouch: Level 1: Feel vibrations, and hear beings talk, movement. You notice all moving things which are physical withing 20 meters. Level 2: You notice all moving things which are physical withing 50 meters. You can get a general sense of size. Level 3: You notice all moving things which are physical withing 150 meters. You can recognize familiar things and beings. You can touch a paper and know what was written on a paper or two above it. Level 4: You notice all moving things which are physical withing 500 meters. You can feel a persons presence and when it was present by touching what they have touched. If you touch a person you notice it's health and general state of being. Level 5: You notice all moving things which are physical withing 1000 meters. Unless a being can be totally still or intangible, you can feel their presence.

Enhanced sense, radar (1 pt each) Physical, item, mental Radar sense. This item gives you a radar sense. Within the range (determined by the level of your ability) you effectively see all around you at the same time. If the ability is exceptional you are fully aware of everything that is in the area, even through solid objects. Radar at night loses color vision so a person standing still could be mistaken for a statue for example. While the items that have radar might use conventional means of generating the radar image, the physical and mental does not. Level 1: 50 meter. Level 2: 200 meter. You can notice details like weapons or clothing. Level 3: 1 km. Level 4: 10 km. You notice if they are aware of you. Level 5: 100 km. You know who's aware of who and who has hostile intent. Enhanced sense, sonar (1 pt each) Physical, item, mental Sonar is similar to radar above but effectively allows you to see in all directions at all time. Sonar isn't able to tell colors so a person standing still could be mistaken for a statue. Sonar can be focused on an object, allowing one to determine the material of the object to tell flesh and stone apart. Sonar at exceptional levels can be used to generate damaging levels of sonic nature. Either focused or omnidirectional. Level 1: 50 meter. Level 2: 200 meter. You can notice details like weapons or clothing. Level 3: 1 km. You can tell different materials apart. Level 4: 10 km. You can do X damage at 1 km range. If you focus you can determine the exact material or materials of an object. Level 5: 100 km. You can do X damage at 10 km range.

Enhanced sense, vision* (1 pt each) Physical, item, mental The person has one of the following types of extraordinary vision. Infinity vision. If looking for enough time the person can see any distance, and what the person sees is as if the person was relatively near. To the horizon takes no time, within a hemisphere takes a round, within a planet's atmosphere takes a turn as does to nearby celestial objects. To far away celestial objects takes an hour, outside of the galaxy one day. Even if the vision allows for curvatures of a planet and galaxies worth of stars and debris, the person can not see through anything, and must know in what direction to look for something. Anything or anyone out in the open can thus be seen but someone indoors under a roof or behind a wall can not. Level 1: Can identify someone on the continent. Level 2: Can identify someone on the planet. Level 3: Can read a book on the planet. Level 4: Can read a book within the same galaxy. Level 5: Can identify anything at any range, read the fine print of a shady contract several galaxies away. X-ray vision. The person can see through objects, the thicker the longer it takes. A foot or less takes no time, a yard or less takes a round, 100 yards takes a turn, and a mile takes 5 turns and is the limit. Level 1: Gets a black and white image. Level 2: Can choose what to focus on within normal visual range. Level 3: You see in color. Level 4: Level 5: Darkvision: The person sees as well during night or lightless conditions as a normal human do during a bright day. Level 1: If there is moonlight, a torch or similar, it is effectivele daylight for you, apart from not being able to tell colors apart. Level 2: Level 3: You can discern any color. Level 4: As long as there is a photon in the area you see as well as daytime. Level 5: You can see even if there isn't a single photon available. Aura vision allows a person to see what a person is like to a basic extent, to see if a person is good, evil, angry, sad or other emotion. Level 1: You can see if a person is generally nice or naughty, and what their most prominent emotion is. Level 2: You can see if a person is genuinely good, evil, conflicted or somewhere in the grey. You can sense conflicting emotions. Level 3: You can see what a person thinks about you emotionally. Level 4: You can foresee what a person might do next. Level 5: Specific emotion and the target, any stored emotions. True vision allows the person to see through illusions or technological disguises. Level 1: Can see through non-magical disguises. Level 2: Can see through technological disguises. Level 3: Can see through magical disguises and level 1-2 of Chameleon. Level 4: Can see through level 3-4 of Chameleon and level 1-2 of Copycat. Level 5: Can see through Chameleon level 5 and copycat level 3-4. Add-ons: Magnifying (1): Your vision is very keen and can magnify what you see up to 20 times. Protected (2): You are immune to sight related damage and effects such as blinding flashes, sand in your eyes and so on.

Enhanced sense, Tremor (1 pt) Physical, item Notice where people are regardless, even flying. Level 1: Feel vibrations, and hear beings talk, movement. You notice all moving things which are physical within 10 meters. Level 2: You notice all moving things which are physical withing 30 meters. You can get a general sense of size. Level 3: You notice all moving things which are physical withing 100 meters. You can recognize familiar things and beings. Level 4: You notice all moving things which are physical withing 250 meters. Level 5: You notice all moving things which are physical withing 500 meters. Unless a being can be totally still or intangible, you can feel their presence.

Enlarged body part (1 pt) Physical, item One body part of the character is larger than usual and gives an advantage because of it. A bigger arm or hand gives an additional 5 points of Strength, a bigger head 5 additional points of Intelligence and so on. Depending on the culture and society, this might be a social drawback. Generally the part is bigger in all dimensions. Add-ons: Two-fer (1 pt): Two body parts are larger for some symmetry, or increased asymmetry.

Fangs (1 pt) Physical The character has fangs that can be used in attacks. If the character already has fangs, either reroll or double all effects of the fangs. Level 1: Does X damage. Level 2: Does X damage. Level 3: Does X damage. The strength needed to break free from your jaws is double your strength. Level 4: Does X damage. The strength needed to break free from your jaws is four times your strength. Level 5: Does X damage. Add-ons: Paralyzing poison (3): Anyone bit by you loses that amount of effective Agility. If the amount of damage is more than Agility, the target is completely paralyzed. The effect wears off after 5 turns.

Food sponge/heightened abilities (1 pt) Physical By eating the character can raise his Abilities for a time. Level 1: Choose 1 Ability. 1 portion of food raises that ability by X Level 2: 1 portion of food raises that ability by X Level 3: 1 portion of food raises that ability by X Level 4: 1 mouthful of food raises that ability by X Level 5: The slightest amount of food raises that ability by X Add-ons: Extra abilities (1): Add one additional Ability. Picky (+1): Only 1 type of food works, such as wine, vegetables or meat. Extra picky (+3): Only 1 specific food works, sarsaparilla, spinach, ruupfruit.

Gliding (1 pt) Item, physical, mental The character can glide through the air for long periods of time. Level 1: You can glide 50 meters in one turn, per 10 meters of height. Level 2: You can glide 100 meters in one turn, per 10 meters of height. Level 3: You can glide 200 meters in two turns, per 10 meters of height, or stay aloft for 5 turns. Level 4: You can glide 200 meters in two turn, per 10 meters of height, or stay aloft for 10 turns. Level 5: The character can be in the air indefinately, as long as the wind doesn't become severe.

Growth (1 pt) Physical, item You can increase your size and mass up to 10 times, so a 100 pound, 6 foot tall human becomes about 1000 pounds and about 12 feet tall. There's no limit to how long you can be large unless you want it to. Level 1: You can become double your size and weight. Level 2: You can become three times your size and weight. Level 3: You can become five times your size and weight. Level 4: You can become seven times your size and weight. Level 5: You can become 10 times your size and weight.

Healing (1 pt) Item, physical This power can heal organic beings. You need to touch the being to be healed. You can damage undead and demons the same amount as you would heal a normal being. Level 1: You can heal 1d4 points each turn. This can be done a total of 5 times a day. Level 2: You can heal 2d6 points each turn, dividing the points as you wish. This can be done 10 times a day. Level 3: You can heal 5d8 points each turn. You can disable poison of your level or lower. You can heal broken bones, sprains and such. You can cure fevers and inflammations. This can be done 30 times a day. Level 4: You can heal 10d10 points each turn. You can heal lost body parts. You can cure any nonmagical disease. You can heal as often as you can take action. Level 5: You can resurrect the recently dead (with 2 days). Add-ons: Grey thumbs (1): You can also heal inorganic beings. Touch of magic (1): You can heal magical and psionic beings. Again (1): You can heal twice as many times a day. At level 4 you can use 1 free action each turn to heal. Ray (1): You can heal anyone within sight. Heaviness (1 pt) Physical This is a variant on growth. Level 1: You can become up to two times as heavy as your normal weight, but at least 200 pounds. This does not inhibit movement or anything but it adds 5 to your Strength and you gain 3 damage protection against all normal weapons, hand to hand attacks and such. It also adds 10 points of damage protection against falls. Level 2: You can become up to three times as heavy as your normal weight, but at least 400 pounds. This does not inhibit movement or anything but it adds 10 to your Strength and you gain 5 damage protection against all normal weapons, hand to hand attacks and such. It also adds 15 points of damage protection against falls. Level 3: You can become up to five times as heavy as your normal weight, but at least 800 pounds. This does not inhibit movement or anything but it adds 12 to your Strength and you gain 10 damage protection against all normal weapons, hand to hand attacks and such. It also adds 25 points of damage protection against falls. Level 4: You can become up to 10 times as heavy as your normal weight, but at least 1000 pounds. This does not inhibit movement or anything but it adds 20 to your strength and adds 20 damage protection against all normal weapons, hand to hand attacks and such. It also adds 50 points of damage protection against falls. Level 5: You can become up to 20 times as heavy as your normal weight, but at least 5000 pounds. This does not inhibit movement or anything but it doubles your strength (minimum of 40) and adds 50 damage protection against all normal weapons, hand to hand attacks and such. Falls don't hurt you.

High altitude adaptation (1 pt) Physical You are used to high altitudes. You can tolerate cold, chilling winds, thin air with no side effects. Level 1: You can breathe air up to 10 km high with no problem. You get 5 points of cold damage protection. Level 2: You take half damage from cold, and don't become fatigued or ill from thin air 2000 km up. You get 10 points of cold damage protection. Level 3: You take half damage from cold, and can breathe up to 4000 km up. Level 4: You take a quarter damage from cold, and can breathe up to 8000 km up. Cold does not fatigue you. Level 5: You can fly up to the edge of space, you take no damage from normal cold.

High pressure adaptation (1 pt) Physical You are used to high pressure. You can tolerate cold, heat and withstandstand incredible weights on you. Level 1: You get no ill effects from the pressure up to 10 m deep. Level 2: You get no ill effects from the pressure up to 50 m deep. Level 3: You get no ill effects from the pressure up to 1 km deep. Level 4: You get no ill effects from the pressure up to 10 km deep. Level 5: You get no ill effects from the pressure down to 20 km deep. Mer Man to the right belongs to a species that has high pressure adaptation as a species option.

Indestructible (1 pt) Item This item can not be destroyed by any means known to mortals and most immortals. If the way to destroy such an item becomes known it will be hard, and take a lot of time and resources, enough for an entire campaign. Intangibility (1 pt) Physical, item You can become ethereal so noone can grab you, and nothing in the normal world can affect you. You can't affect anything either in this form. You can have part of you become ethereal if you like. Level 1: You can become ethereal for a moment, enough to avoid being hurt by someone trying to hit you. Level 2: You can become ethereal for a turn. Level 3: You can become ethereal for 10 turns. Level 4: You can become ethereal for a total of 10 hours a day. Level 5: You can become ethereal for as long as you like. Add-ons: Reach out (2): You can have a part of you become physical when you're ethereal. You are able to grab items and have them become ethereal.

Invisibility (1 pt) Item, physical At higher levels this makes you odorless, and totally silent when moving. Level 1: You become totally invisible for up to 1 minute at a time, once per hour. Level 2: You become totally invisible for up to 10 minutes at a time, once per hour. Level 3: In addition to your invisibility you are also totally silent. Level 4: You become totally invisible for as long as you like. You are also odorless. Level 5: You can anything you grab become invisible. Add-ons: Group Invisibility: You can extend your invisibility to anyone touching you. Your invisibility functions as 1 level lower. At 1st level this becomes 30 seconds per hour.

Item cloning (1 pt) Physical, mental, item Copy an item, once. Level 1: You can copy an item that is no bigger than yourself and is made of 2 materials or less, and solid. The copy lasts for 10 minutes. Level 2: You can copy an item that is no bigger than yourself and is made of 4 materials or less and mechanical. The copy lasts for 1 hour. Level 3: You can copy an item that is no bigger than yourself and is made of 10 materials or less and electronic. The copy lasts for 10 hours. Level 4: You can copy an item that is no bigger than yourself and is made of 20 materials or less and magical. A magical artifact will not have the originals power. The copy lasts for a day. Level 5: You can copy an item that is up to four times your size, made of any number of materials. The copy lasts as long as the item would normally last. Add-ons: More time (1): This makes the item last as if it was 1 level higher. At level 5 it becomes as new. More items (1): This makes an additional copy. Larger items (1): Quadruple the size the item can be.

Knowledgeable (1 pt) Mental, item You know a lot of things about almost anything. Even if you possess no related skill you have a one in three chance of knowing something about the subject matter. If you do have the skill, add 30 points to it for the roll.

Language comprehension (1 pt) Mental, item For each point, add 5 languages. For 5 points total you understand every spoken language. Add-ons: If the dead could talk: You also understand all dead languages and their writing.

Light/Darkness control (1 pt) Physical, mental, item You can control light and/or darkness. Level 1: You can change the brightness or darkness one level, from pitch dark to the equivalent of starlight for example in a 10 meter wide area from you.. Level 2: You can change the brightness or darkness two levels, from pitch dark to the equivalent of moonlight for example in a 25 meter wide area from you. Level 3: You can change the brightness or darkness three levels, from pitch dark to the equivalent of sundown for example in a 100 meter wide area from you. You can make shapes out of the light or dark.Within the area you can control specifically what level of light or darkness there is in every part, for example you can have half a room be pitch black and the other bright as daylight. Level 4: You can change the brightness or darkness as much as you like within 1km and change the direction light comes from. Level 5: You can blind with light or darkness, anyone within 1000 meters.

Lightness (1 pt) Physical You can vary your weight down to totally weightless. This includes your worn items. Level 1: You can halve your weight. Level 2: You can make your weight one third of normal. Level 3: Your weight becomes one quarter of normal. Level 4: Your weight becomes a tenth of normal. Level 5: You can become totally weightless.

Living library (1 pt) Mental, item You can somehow access any knowledge that has ever been written down or recorded. The more obscure the knowledge, the harder it is to access it quickly. If it hasn't actually been written or recorded and only exists in people's minds, you can't access it. Level 1: Common knowledge that's been recorded takes one turn to know. Local knowledge takes 5 turns. Obscure and niche knowledge takes 10 turns. Level 2: Common knowledge and local knowledge that's been recorded takes one turn to know. Obscure and niche knowledge takes 5 turns. Things that have been written down only once or twice takes 10 turns. Level 3: Common knowledge, local knowledge, obscure and niche knowledge that's been recorded takes one turn to know. Things that have been written down only once or twice takes 5 turns. Things that are written and is supposed to be secret takes an hour. Level 4: Things that are written and is supposed to be secret takes 10 minutes. Level 5: Knowledge that is written once, and not accessible within reasonable time and effort.

Long distance communication (1 pt) Item, mental This Specialty makes it possible to do one of the following: Communicate visibly with someone across the universe. Anyone within earshoot and visible range will detect this and can take part in the communication. Communicate secretly with several persons across a planet. Only people on the sender's end will notice what is said by the sender. Communicate telepathically with a single other being within a hemisphere. Only a telepath can notice this.

Lucky (1 pt) Other You get +1 on all rolls during gameplay, less one diffculty whenever you do something important, and generally come out on top when possible. Level 1: As above. You get one lucky break per day which allows you to reroll any of your rolls, or reroll any of your companions and allies rolls. Level 2: You get +2 on all rolls that aren't critical to the progression of the adventure. You get 3 lucky breaks per day. Level 3: You get +3 on all rolls that aren't critical to the progression of the adventure. You get 5 lucky breaks per day. Level 4: You get +4 on all rolls that aren't critical to the progression of the adventure and +2 to any that are. You get 8 lucky breaks per day. In addition, any mundane treasure you find is always worth as much as the item category allows, and any magic item you find is never cursed. Level 5: You get +5 on all rolls that aren't critical to the progression of the adventure and +3 to any that are. You get 10 lucky breaks per day. You can also give any opponent or unfriendly being an unlycky break which makes them have to reroll and choose the lower result. You get 5 of those per day. Also, anything that can have a good or bad outcome for you will always have a good outcome.

Magic (3 pt) Mental There are three types of magic, improvised, prepared and ritual. All are detailed later. This ability lets your character use improvised magic at higher power than a normal person, or choose 5 starting prepared spells that work at maximum power or one ritual that can be cast as if it was improvised as regards to materials and time. If you've decided on a magician character already you get to choose any five prepared spells from your spells. You note this during the normal preparation time. Levels and add-ons are described in the Chapter on Magic.

Magnetism (1 pt) Mental, physical, item You can control magnetism and magnetic items. This means you can lift and move items that react to magnetic forces such as many metals. You can reverse the polarity of magnetic items, demagnetize and magnetize items. Level 1: You can control to 5kgs of magnetic matter and move them at a rate of 5 meters per round. You can deflect any metal item that is fired at you, or that would hit you, that does 5 damage or less. Level 2: You can control to 25kgs of magnetic matter and move them at a rate of 10 meters per round. You can deflect any metal item that is fired at you, or that would hit you. that does 10 damage or less. Level 3: You can control to 100kgs of magnetic matter and move them at a rate of25 meters per round. You can deflect any metal item that is fired at you, or that would hit you, that does 25 damage or less. You can extend the range of your deflection out to 5 meters radius from you. Level 4: You can control to 500kgs of magnetic matter and move them at a rate of 100 meters per round. You can deflect any metal item that is fired at you, or that would hit you, that does 50 damage or less.You can extend the range of your deflection out to 15 meters radius from you. Level 5: You can control to 1 metric tons of magnetic matter and move them at a rate of 500 meters per round.You can deflect any metal item that is fired at you, or that would hit you, that does 300 damage or less.You can extend the range of your defection out to 5 meters radius from you.

Metamorphosis (1 pt) Physical When HP=0 creates cocoon, then new character. Retain any attribute and skill you wish, roll for others. Your new form upates in a day. Add-ons: Anytime (1): You can go into cocoon at any time. Faster (1): It only takes 1 munite to turn into your new form.

No need to breathe (1 pt) Physical The person doesn't need to breath at all. This also protects against the negatives of vacuum on a body.

Offensive (1 pt) Item, physical, mental In this specialty we explain how to make an offensive effect as a Specialty. First choose the origin of the specialty, if its through an item, mental ability or a physical ability.

Examples of items: Gun Sword Axe Staff Arm band Armor

Then choose the form from the following: Bolt. Single shots that will hit where it was aimed. Range is up to 20 meters. Ray. A long single shot that will hit anything in it's straight path from when it was fired. Cloud. A sphere that will expand from its point of origin. It has a range of 10 meters for it's point of origin and will be 2 meters in diameter and increase by 2 meters each turn until turn three. In turn four it will be ineffective. Everything within the are, or which passes through the are may be affected. This is for free. See add-ons for more. Cone: A cone is a 45 degree arc with a 10 meter range and end width that may hit anything within that area. Sphere: A sphere that is 3meters wide from its point of origin. It has a range of 10 meters for it's point of origin and may hit anything within its area. This is for free. See add-ons for more. Bullets: Several shots that will hit where it was aimed. Range is up to 20 meters. Stream: A continous ray that may be moved about. Base range is 10 meters.

Choose a type of energy or elemental energy: Ice: Base damage 1d4. If damage exceeds Consttitution an organic being will become fatigued. Fire: Base damage 1d4. Easily flammable items will catch fire. If the total damage in a turn from this weapon exceeds an armors protection value it will melt, losing 1 point of protection. Water: Base damage 1d2. If damage in a turn exceeds Consttitution or Agility a being will be knocked down. A hit target gets -4 to anything involving vision. Earth: Base damage 1d4. Metal: Base damage 1d6. Plant: Base damage 1d2. Plants will stick to a person and weighs 1 kg per 4 points of damage. Magic: Base damage 1d4. Organic matter offer no protection. Dark Magic: Base damage 1d4. No matter offers any protection unless its any type of magic. Psionic physical: Base damage 1d4. Organic matter offer no protection. Psionic Mental: Base damage 1d4. Only people with specific mental protection are protected. Beings without a central nervous system or which are inorganic take no damage. Stunning: Base damage 1d4. When the total exceeds Constitution the being will be unconscious. Force: Base damage 1d4. Electricity: Base damage 1d4. Metals offer no protection.

Then choose color and other visual or sound effects you would like the Specialty to have

Add-ons: Additional form (1): Combine or alternate between two forms. More (1): Triple the damage. Breath (1): Double the width of a ray, cloud, cone or sphere. A ray counts as being 1 meter wide. Range (1): Double the range.

People control (1 pt) Mental, physical, item You can control one or more people. You can control some amount (detailed below) of Intelligence points worth of organic intelligent beings of various shapes. They are controlled as long as you wish them to be and they will obey every order. When not given orders they follow you around. The level of control is very precise, you can control the movement, behaviour and so on as if you were the person/s in question. If the ability is physical it is done through verbal commands, while if it's mental the commands can be silent. Level 1: You can control 18 Intelligence points worth of animals. Level 2: You can control 36 Intelligence points worth of animals. Level 3: You can control 54 Intelligence points worth of animals. Level 4: You can control 90 Intelligence points worth of animals. Level 5: You can control 180 Intelligence points worth of animals. If an item the number of Intelligence points controlled is half if other people than you use it. Add-ons: And you (1): You can also control intelligent robots.

Personal (1 pt) Other, item For some reason that you and the game master agrees on you have an item only you can use. Add-ons: Returning (1): If away from your body, you may have it return to you. You decide if it teleports, flies or however it comes back to you, and how much time it takes.

Plant control (1pt) Physical, mental, item You can control one or more plants. You can control some amount (detailed below) of Constitution points worth of plants or plant-like monsters (but not intelligent humanoids or animals). They are controlled as long as you wish them to be and they will obey every order. When not given orders they follow you around, if possible. The level of control is very precise, you can control the movement, behaviour and so on as if you were the animal/s in question. If the ability is physical it is done through verbal commands, while if it's mental the commands can be silent. Level 1: You can control 10 Constitution points worth of plants. Level 2: You can control 15 Constitution points worth of plants. Level 3: You can control 20 Constitution points worth of plants. You can have plants become mobile at a movement rate thats equal to a humanoid of the same size. You may have edible plants produce 1 servings worth of food per size category. The foodstuff is ready within 1 day. Plants become able to bend as if a young tree, as fast as a humanoid of the same size. Level 4: You can control 50 Constitution points worth of plants. You may have edible plants produce 2 servings worth of food per size category. The foodstuff is ready within 1 hour. Level 5: You can control 100 Constitution points worth of plants. If an item the number of Constitution points controlled is half if other people than you use it.

Psionic (3 pt) Mental Psionic is an ability to use your mind to perform what seems like impossible actions. Using psionics you can levitate or fly, transport your consciousness across the world and the dimensions, read minds and much more. It is a really rare ability. You choose wether to be really good in one psionic ability or two, good at a few, decent at many of them or incompetent using all of them. Read about the abilities in its own chapter. There are 5 levels available for a psionic being to have, and each enhances the ability and opens up new powers.

Quickhealer (1 pt) Physical, item You heal faster than everyone else. Level 1: You heal naturally at double the normal rate. Level 2: You heal half your health in an hour, then the rest at the above rate. Level 3: You heal 5 points of damage each turn. Level 4: You heal 20 points of damage each turn. Level 5: You heal all your health in 1 turn. Add-ons: Vulnerability (+1): Choose three types of damage that you don't heal quicker. Really quick (1): Double all healing rates. Regenerative (1): Heal 5 points of damage per turn per level in addition.

Reflective (1 pt) Physical Your skin is reflective. The higher the level, the more energies or elements you can reflect. Additionally you may reflect an attack back at an opponent. Level 1: Choose 2 elemental types that you may reflect. You are always able to reflect light based attacks such as lasers or paralyzing gazes. You take half damage from these. Level 2: Choose an additional two energy types. You take a quarter of the damage. Level 3: Choose an additional two energy types. You may redirect the damage to another target. Level 4: Choose two additional energy types. You may redirect the damage to up to three targets. You take no damage from the attacks. Level 5: You may reflect any type of energy attack.

Rubberlike (1 pt) Physical Makes you take no damage from falls or blunt objects. You can use this to time jumps allowing for higher or longer jumps and faster movement. At higher levels you have better control of your bounciness which is a bit random at low levels. Your items are considered rubberlike when you wear them. Level 1: You take no damage from falls, unless you fall on to something sharp. You can bounce once per leap or fall of more than 30 cm. Each bounce is half the height of the previous one. Your bounces use the normal scatter table. Level 2: Each bounce can be as high as the previous one. Your bounces use the forward scatter table. Level 3: You no longer use scatter. Your movement when bouncing is doubled. You take no damage from blunt weapons. Level 4: Each bounce can be twice as high as the previous one. Your movement rate when bouncing is quadrupled. You can have attacks with blunt weapons bounce back on the attacker using a normal attack roll. For each turn you build up for a jump you count as having bounced 5 meters. Level 5: Each bounce can be four times as high as the previous one and your movement is tenfold your normal rate. For each turn you build up for a jump you count as having bounced 10 meters.

Overpowering Scent (1 pt) Physical, item Overpowering stench is the ability to generate a stench that at lower levels makes it hard for people to act, and at higher levels to render them unconscious. Level 1: Your smell affects everyone within 5meters from you. Making them lose 1 to all their Abilities. Level 2: Your smell affects everyone within 10 meters from you. Making them lose 2 to all their Abilities. Level 3: Your smell affects everyone within 20 meters from you. Making them lose 3 to all their Abilities. Level 4: Your smell affects everyone within 50 meters from you. Making them lose 5 to all their Abilities. Level 5: People affacted by your smell become unconscious. Add-ons: Immunity: You are immune. Selective (1): You choose who is affacted by the smell. Creeping doom (1): You control the smell so that it can travel as if it is a stream up double your normal scent range. Massive (1): Ranges double. Anti social (+1): You can't turn your smell off. It always functions as level 1.

Empathic Scent (1 pt) Physical, item Empathic scent is the ability to generate smells with various results, like faster healing, suppressing hunger and more. Level 1: Your smell affects everyone within 5 meters from you. You can have the effect be either a 1 point bonus to an Ability score, regenerate 1 point of damage each turn., or lose one level of fatigue. Level 2: Your smell affects everyone within 10 meters from you. You can have the effect be either a 2 point bonus to an Ability score, two 1 point bonuses to two Abilities, regenerate 2 points of damage each turn. Level 3: Your smell affects everyone within 20 meters from you. You can have the effect be either a 3 point bonus to an Ability score, three 1 point bonuses to three Abilities, regenerate 3 points of damage each turn, or negate the need for a meal, or the need for sleep. Level 4: Your smell affects everyone within 50 meters from you. You can have the effect be either a 5 point bonus to an Ability score, five 1 point bonuses to five Abilities, regenerate 6 points of damage each turn, or negate the need to eat for a day. Level 5: Your smell affects everyone within 100 meters from you. You can have the effect be either a 10 point bonus to an Ability score, six 2 point bonuses to all Abilities or regenerate 10 points of damage each turn. While the smell is active those affacted don't need to eat, drink, sleep or rest and will not be fatigued. Add-ons: Immunity (+2): You are immune. Selective (1): You choose who is affacted by the smell. Stream of smell (1): You control the smell so that it can travel as if it is a stream up double your normal scent range. Massive (1): Ranges double. Anti social (+1): You can't turn your smell off. It always functions as level 1. Very smelly (1): You may have two effects at once.

Scrounger (1 pt) Mental Can find anything with some time. Level 1: Any generic, common item or person may be found within one hour if at all possible. Level 2: Any specialist's tool or item may be found within one hour if at all possible. Level 3: Any non regional item may be found in an hour if at all possible. Level 4: Any of the above will be found within one hour. Level 5: Functioning ancient magic and technology may be found within 10 hours if at all possible. Add-ons: I have one of those (1): Choose a type of item. An item of that type will always be found. This works only for items of the levels you have, and not on level 5. Types are the same as the groupings of items in the Equipment chapter, such as close combat weapons, foodstuffs and so on.

Shapechanger (1 pt) Physical Level 1: Level 2: Level 3: Level 4: Level 5:

Shrinkage (1 pt) Physical You can become really small, down to 1/100 your normal size and weight. As with growth all that you wear transform with you. Level 1: Your movement, weight and size becomes half of your normal. Level 2: Your movement, weight and size becomes a quarter of your normal. Level 3: Your movement, weight and size becomes 1/10 of your normal. Level 4: Your movement, weight and size becomes 1/50 of your normal. Level 5: Your movement, weight and size becomes 1/100 of your normal. Add-ons: Weight (1): You can choose whether the weight scales with your size or not. Speedy (1): You retain your movement rate.

Shrink and enlargement ray (1 pt) Physical, item This enables the user to shoot a ray that can shrink and enlarge items or beings. See Growth and Shrinkage for effects. It has five levels.

Slippery slime excretion (1 pt) Physical, item The slime can be slippery, or sticky. Level 1: You can secrete slime that covers your body instantly. If slippery makes you impossible to grapple or grasp and blunt attacks do 2 less damage to you. Level 2: Blunt attacks do 5 less damage to you. You can surf on your slime, doubling your movement rate as long as you travel in a straight line. The areas you pass through while doing this counts as covered in slime. Level 3: Blunt attacks do 10 less damage to you. You can now turn as normal while surfing. You can secrete your slime so it covers an area 5 meters around you. If slippery, people must make Agility rolls or fall. If sticky, they must make Strength rolls or get stuck. Level 4: You can secrete your slime so it covers an area 1 meters around you. If slippery, people must make Agility rolls or fall. If sticky, they must make Strength rolls or get stuck. If your slime is slippery your speed is quadruple. Level 5: You can secrete your slime so it covers an area 25 meters around you. If slippery, people must make Agility rolls or fall. If sticky, they must make Strength rolls or get stuck. Add-ons: Fast curing: Your slime, if sticky becomes hard and anyone that enters the slime and fails their strength roll, are stuck until the slime is dissolved. You can also use your slime as glue. Immune: You are immune to your slimes effects when you wish to.

Smallness (1 pt) Physical You are half the size or so of a normal being of your type. Nothing else changes. Add-on: Dense: You weigh double your normal weight.

Speak with animals (1 pt) Mental, item This item makes it possible for you to talk to and understand what animals are saying. It also makes them comfortable around you, and they will not attack or run away unless given a reason. Regardless of their intelligence you will understand each other completely.

Special Ability (1 pt) Physical, item A character with a special Ability gets to add an additional 10 points to the current Ability score if it's 20 or more. If it's less it can get raised to 20 before adding on the 10 points if you want. If any other player character has a score that's higher than the modified score due to a combination of species, profession and Options, you get 10 points more than their maximum score. If another character has its Strength raised, your characters Ability will also be raised so that it will always remain 10 points ahead. If two players want their character to have the same special Ability score Specialty they will both have the same score. Encourage the players to come up with what separates their characters special Abilities. Examples follows. If a character recieves a special Ability after the game has begun, a character who had the Special Abilty from the beginning will always stay 5 points ahead of that character. Incredibly strong* Apart from the additional points of strength the player can choose or make up Options for their character. Mule: The character can carry twice the amount of weight as equipment compared to normal. It's all in the fist: The character does double damage when fighting with bare hands. Unshakabe grip: The characters strength is considered the double when holding on to someting, like in a grapple. Core: When carrying something short distances or holding things up the strength is doubled. Far and away: When throwing things the strength is doubled and the difficulty of hitting is lowered one step. Amazingly Agile Apart from the additional points of Agility the player can choose or make up options for their character. Duck and cover: When the character is actively avoiding getting damage or going for cover, or being behind cover, the Agility is doubled. Flexibones: No rope or chain can hold you, they just delay you. Ambidextrous: Your equally good with all your manipulative limbs (like arms), and can attack and do stuff with both of them at all times, giving you double the amount of attacks, or halves the time it takes to do dextrous labour. It's all in the everything: You can attack with all your limbs simultaneously, wether against one target or several. Balance: You never lose balance. Incredibly acrobatic. You can fight just as well upside down or any awkward position, as standing up. You constantly move acrobatically in combat making you harder to hit by 2. Fantastically intelligent Apart from the additional points of Intelligence the player can choose or make up options for their character. Observant: When looking for clues your chances double. Cluelots: When you (the player) can't figure a clue out, the game master will give you either a hint or the solution. Quick learner: Anything you study or train in takes half the time. Uncannily quick Apart from the additional points of Quickness the player can choose or make up options for their character. Whirlwind: You double the amount of attacks you can make each round. Unchained lightning: You can run twice as fast. Jumparound: You are constantly moving, noticing your surroundings. You can't be surprised or attacked from behind. In and out: You can approach, attack and withdraw so fast that the opponent doesn't have time to attack in that moment. Looks Apart from the additional points of Looks the player can choose or make up options for their character. Soothing voice: The pleasantness of your voice calms angry and wild animals, babies and upset people. Good with people: Any person views you favourably regardless of other disadvantages in the situation. I get what I want: Even unreasonable requests counts as reasonable. Enormously enduring Apart from the additional points of Endurance the player can choose or make up options for their character. Like a real long time: You can hold your breath an incredibly long time, your endurance in hours. What weather: You don't get anything negative from bad weather like ice storms in winter. Space: You can survive in space and under water as long as you get the normal sustenance you need. Around the world: When doing strenous tasks, like long distance running, you don't start to feel negative penalties until your endurance in hours, and after that you double all the times it takes to become fatigued. Good bone: You never get ill. Magical disease only affects you as if they were ordinary diseases. It takes more than that: You get 20 hit points to start with. Immunity: You don't take damage at all from certain types of weapons, like piercing and slashing weapons, bludgeoning and falls, psionic or magic.

Special companion (1-3 pts) Companion You have some sort of companion, a robot, a pet, a familiar that usually follows you. You decide if it's intelligent or not and give it one specialty. Companions are generally smaller than a normal person, loyal, understands you. At 1 point you divide 35 points on it's abilities, at 2 points 55 and at 3 points 65. For a 2 pointer, you may roll or select 1 extra Specialty, and for 3 points 2 extra Specialties.

Species: Robot Animal Monster Normal race

Companion type: Constant When needed Occasional Specific times/situations

Companion relation: Comrade in arms Steed Instructor

Companion personality: Friendly Sarcastic Helpful Sad Energetic Annoying Lazy Stern Whimsy

Special Skill (1 pt) Physical, mental, item, other This can be used with any skill and has three effects, the skill you choose costs half to increase, you can increase it to double the usual limit and it grants you a signature use of the skill that only you can use. We provide some examples in the skill descriptions but you and your GM are encouraged to come up with more in the same vein. In this section additional special skills are described that are not based on regular skills. Superb two weapon fighter Superb shield and weapon fighter Superb martial artist Quick fighter Agile fighter

Special secondary ability (1 pt) Physical, mental, item, other This is only used with the advanced game unless the game master says otherwise. Any ability is doubled. The secondary abilites are: Throw range, movement, hit points. Level 1: Level 2: Level 3: Level 4: Level 5:

Special heightened species option (1 pt) Physical, mental This can be used in one of two ways. Either it allows you to double up all the bonuses and effects from one option, or pick one more species option than is regularly allowed. If there aren't enough options for your species, you need to choose the first version.

Special origin (1 pt) Other You weren't born here or there is something more to your birth. This is a pretty broad specialty and another one that you and the Keeper should collaborate on. When your origin is special you can disregard the equipment section of your species and instead look at what the origin would give. A beast-man from a technologically advanced civilization would be unafraid of technology and probably have such equipment. Unknown parentage: You don't know who your parents are, and if unique how you came to be. Unknown origin: Your memory is blank from a certain age and backwards. From another planet: Your from another planet than the main one your Keeper uses (usually Eternia and Etheria). How did you come here? Can you go back easily? Why did you come here? From another dimension From another time: This can be combined with other special origins. If you are from the future there is nothing certain about it, the Keeper will decide whether the future is written in stone, or if you can change it, or if there are several ”parallell” futures.

Special Vehicle (1 pt) Item You create the vehicle yourself using 55 vehicle points. Strength, agility, quickness, endurance, power source, areas of mobility, weaponry, defences, special abilities.

Abilities: Strength (1 pt equals 5 Ability points) Agility (1 pt equals 1 Ability point) Quickness (See table) Endurance (1 pt equals 10 Ability points)

Quickness The speed of the vehicle is for travelling on planets and similar, a vehicle that has Space travel as an option can always travel at (at least) fast speed in space. A vehicles speed is reduced one level if it has to go through material such as sand or water, and two levels if going through rock or metal. Speed never drops below really slow unless the vehicle has lost power or parts of its drive train has broken. Really slow (crawl speed) (Gain 3 pts) Slow (walking speed) (Gain 2 pts) Low speed (running man) (Gain 1 pt) Normal (galopping horse, maximum speed of oar powered ship) (Free) Speedy (car, pedal to the metal, maximum speed of sail driven water ship) (1 pt) Quick (airplane, maximum speed of engine driven water ship, sail driven air ship) (2 pt) Fast (supersonic) (3 pt) Really fast (warp speed) (4 pt) Instant (Teleportation, see special ability below) (5 pt)

Power source: Magic (1 pt) Energy (1 pt) Oil (1 pt) Water (1 pt) Sun (Varies) Needs refill (Free) Needs special refilling station (Gain 1 pt) Never runs out (1 pt) Size

Power sources explained Magic is a type of energy which can be recharged by casting spells into it, usually a special section like a crystal. The level of the spell provides a refill according to a part of the maximum storage. A level 1 spell gives 1/5th of a charge and a level 5 spell fills it up completely. Magic can use the Never runs out option. Energy can be of any kind and can be refilled using energy of the same kind. Most energy can be converted to another by using special machines that might have to be constructed during play. Oil means any oil, sunflower oil, crude oil and so on. Water means any type of water, and any liquid that is mostly water like ales or soda. Sun means any sun or star or powerful light source. The speed of recharging gives the cost: 1 day (gain 1pt), 1 hour (Free), 10 minutes (1pt), 1 minute (2pts). Needs refill means that it needs to be refilled at some point, the opposite being Never runs out. Needs special refilling station means that the vehicle needs to be hooked up to some kind of unique or very rare recharging station. Usually this station will be in the characters base. Size means the size of the energy store and the cost depends on how far it can go on a full tank and still return to its starting point. A space travelling vehicle has at least a huge tank unless you and your GM agrees on something else. (A large tank would work between a planet and its moons for example.) Short (within a country, gain 1 pt), Normal (within a continent, Free), large (within an entire planet, 1 pt), huge (within a solar system, 2 pts), gigantic (within a galaxy, 3 pts), enormous (within the universe, 5 pts).

Areas of mobility: Land, wheeled Land, tracked Land, walking Land and sea, hovering (1 pt) Land terrain: Plains, flats and roads (Free) Land terrain: Hills, steep inclines and rocky ground (1 pt) Land terrain: Swamps, mud and marshlands (1 pt) Land terrain: Mountains, canyons and sheer walls (1 pt) Snow and ice (1 pt) Sea, sails (Free) Sea, engine (1 pt) Sea, oared (Gain 1 pt) Storms (1 pt) Underwater (1 pt) Air, wind Air, engine (1 pt) Air, sails Burrowing, sand and mud, ice (1 pt) Burrowing, stone and metal (1 pt) Space (2 pt) Dimensions (3 pt)

Mobility explained Land, sea, air, underwater, burrowing and space is just an explanation of where the vehicle can operate, and any vehicle can have one, more or all areas. Any vehicle protects its occupants with the protection needed to survive that area so there's no need to buy the High pressure adaptation specialty for a submarine for example. Wheeled, tracked or walking is just a description of how a land vehicle moves. There's no game advantage to one or the other. Land and sea, hovering is a type of movement which allows for the vehicle to drive over both land and water. This can also be envisioned as a land vehicle that is amphibious so it functions like a car on land and a boat in the water. Land terrain is what types of terrain a land vehicle can move over or through. The rougher the terrain, the lesser the speed possible in that area. Sea types describes how the vehicle is moved and each has a maximum speed allowed. (See the Quickness section above.) Storms means the vehicle can move through storms and similar conditions without taking damage, and without losing speed. Underwater means the vehicle can dive and move underwater. Unless otherwise decided the vehicle can go as deep as the deepest part of any ocean, contains air enough for its number of occupants for its entire tank operation range, has lights and windows and is comfortable to be in unless otherwise decided on. Air types describes how the air vehicle moves. Wind means it uses wind directions to move, like a baloon does. Sails and engine works like sails and engines on sea ships. An air vehicle provides the comforts and protection needed for its occupants unless otherwise decided. Burrowing vehicles can move through solid matter thanks to some device that moves material away from the vehicle. Space vehicles move through space, their range determined by their quickness. Dimension travelling vehicles can move their occupants to other dimensions. The usual way is by travelling to the Travel corridor and then on to the doorway to another dimension. The vehicle is similar to a submarine when it comes to what protection it gives. Some dimensions are so weird and have dangers that any normal protection can't withstand. In order to protect against everything, you need to buy all the Defensive specialty options for it.

Seats: One ( Gain 2 pts) Two (Gain 1 pt) Group (Free) Lots (Free)

Materials: Crystal (1 pt) Metal (1 pt) Stone (1 pt) Wood (Free) Bone (Free)

Crystal, metal and stone has an innate armor rating of 10, wood and bone has 3. Weaponry: See Offensive

Defences: See Armor and Defensive

Weaknesses: Water Cold Heat Attacks Sand

The vehicle is vulnerable to one or several materials or conditions. The more severe the condition the worse the performance gets until it will stop moving entirely. A weakness is rated 1 to 5 and so are the materials and conditions. Each level of weakness gains you 1 pt. Example of the waters danger levels are 1: small drops, mist, 2: light rain, 3: normal rain, 4: torrential rain, 5: completely submerged. A vehicle with water weakness 5 will be damaged from small drops, a vehicle with weakness 2 from light rain. Each level lowers the performance by a similar level, each level compromising a fifth. So a vehicle with level 2 weakness loses 1/5th of its speed when it's in light rain, and if submerged loses 4/5ths of its speed.

Special abilities: Same as any other item (5pts per Specialty, see Special Item) Hand portable Returns to base if destroyed Returns to base if out of energy Return to character when repaired or recharged Autopilot Safety Intelligent

Below are cosmetic options, determine randomly or pick and chose if you have no idea of your own.

General shape: Round Oblong Eggshaped Sphere Pear shaped Tall Wide Long Rocket Plane Rowboat Kayak

Color: Blue Green Yellow Red Orange Brown White

Accents: (If the same as the Color, use variant like light blue instead of blue, or cyan) Blue Green Yellow Red Orange Brown White

Pattern: Large plates Striped Bubbles Checkerboard Splatter

Motif: Dragon Bird Serpent Lion Shark Horse Bear Knightly armor Sea and water Fire

Feel: Magical Mechanical Technological Steampunk Organic Weird

Extra: Creaks and groans Purrs Roars Crackle with energies Springy step (1 pt) Physical, item Allows you to jump higher, longer and run faster. You can control where you land within the range of your jump distance. Level 1: You can move and jump 50% faster, longer and higher than normal. Level 2: You can move and jump twice as fast, long and high than normal. Level 3: You can move and jump thrice as fast, long and high than normal. Level 4: You can move and jump six times as fast, long and high than normal. Level 5: You can move and jump ten times as fast, long and high than normal.

Storage dimension (1 pt) Physical, item, mental You have access to a sort of dimension that can be used to store anything as long as it will fit through the opening. You can retrieve any stored item as you wish. Level 1: The opening is 10 cm wide. Level 2: The opening is 30 cm wide. Level 3: The opening is 100 cm wide. Level 4: The opening is 200 cm wide. You can enter the dimension and close the opening so that someone outside cant access it. The air inside lasts 1 week. Level 5: The opening is large enough for a tall person on a tiger to easily pass through. Large enough to put in a mansion with large gardens. There's enough air inside to last a month for one person. Add-ons: Big (1): The opening will accompany any one item that you want to store. An item, is any coherent object, like a vehicle, a house, or a castle, but not something natural like a mountain, moon or planet. Movable (1): You can move the dimension through the world ouside from inside. The opening is considered to be physical, 10 cm in all dimension, and invisible, odorless and soundless. Small (+1): The opening is half as big as the level says.

Substance control (1 pt) Physical, mental, item Can sculpt stone and metals like it was clay. Level 1: You can shape stone and metal objects up to about 10 square centimeters, as if it was soft clay. It takes a turn. There's no limit to what you can have it become but it will be solid. Level 2: You can shape stone and metal objects up to about 25 square centimeters. Level 3: You can shape stone and metal objects up to about 1 meter square. Level 4: You can shape stone and metal objects up to about 10 meters square. Items can be mechanical. Level 5: You can shape stone and metal objects up to about 100 meters square. Add-ons: Anything dead (1): You can also shape dead things that used to be living. For example wood like planks and staffs, bone, rubber and so on. And the other stuff (1): You can shape plastics and glass.

The chosen one (1 pt) Other You have some special purpose and when actively striving towards it you gain +1 on everything (skills, rolls, Abilities, secondary abilities, less difficulty and so on). If you reach it there should be some sort of special reward like a special ability or item to replace this specialty. Decide what the purpose is and check with the Keeper to see if it's ok. Telepathic (1 pt) Mental, item Makes it possible to send and recieve thoughts between people. At higher levels beasts and animals can be included and minds can be read. Level 1: You can send your thoughts to other people within 20 meters. Level 2: You can send your thoughts, and get answers to and from other people within 100 meters. Level 3: You can read peoples thoughts, their stream of conscience, and get their sensory inputs. The range is up to 300 meters. Level 4: You can read people's minds like it was a book, experience their memories and so on. Your range is now 1 km. Level 5: You can understand the minds of all sentient organic life. Your range is 100 km. Add-ons: Skill share (1): You can share a skill with someone that you are in contanct with, either allowing them to use your skill score in a task, or use on of theirs whan you attempt a skill. One skill per turn per level can be used this way. Hive mind (1): You can link up to 10 minds together, allowing for silent, telepathic discussions and the shared use of any mental specialty effect like Skill share above.

Teleport (1 pt) Mental, item This item is able to do one of the following: Teleport a group of people across a hemisphere. Teleport a single person across a planet or nearby celestial bodies. Teleporting in other dimensions might function differently from on a regular world. Level 1: You and one other person that you touch can teleport up too 100 meters. If you don't know the destination there is a chance of teleporting elsewhere within range. You can teleport once a minute. Level 2: You and three more people within your field of view can teleport up to 1 km. If you don't know the destination there is a chance of teleporting elsewhere within range. You can teleport once every two turns. Level 3: You and ten more beings, no larger than large, can teleport 10 km. You don't need to know the destination but you need to know of it in order to not teleport elsewere. You can teleport every turn. Level 4: You and 20 other beings, no larger than huge, can teleport 100 km. You will always end up where intended. You can teleport as many times as you number of actions allow. Level 5: You and 100 beings no larger than gargantuan can teleport to anywhere on the current planet. Add-ons: Range (1): Your range counts as 1 level higher. At level 5 you can teleport anywhere within the planetary system or equivalent. If you buy so that it is two levels above level 5 you can teleport anywhere in the galaxy, and at 3 levels above 5 to anywhere in the universe. Breadth (2): You can telport to other dimensions. At each level, choose as many dimensions as that level that you can teleport to and from. Healiport (1): Every time you teleport, you heal X points.

Telescoping (1 pt) Physical, item You have telescoping parts of your body. Level 1: You can extend a telescoping part 1 meter. Level 2: You can extend a telescoping part 3 meter or have 3 telescoping parts extend a meter each. Level 3: You can extend a telescoping part 10 meter or have 5 telescoping parts extend 3 meters each meter each. Level 4: You can extend a telescoping part 100 meter or have 10 telescoping parts extend 10 meters each. Level 5: 1 kilometer long body part or two 500 meters long or all limbs at 200 meters each. Add-on: Tough (1): Your extending parts have armor that protects for 10 points of damage. Universal joints (1) You can change the body parts of the outmost parts of the telescoping part, like putting your foot on your neck, and your head on your leg. It takes 1 turn per exchanged bofy part, so 2 turns to change the parts like above. Rotation: Your telescoping parts can rotate freely.

Time control (1 pt) Mental, item Redo your last turn and manipulate time in other. Level 1: Redo an action, once per four turns. (This means you can change what the action was, or simply reroll a die roll that didn't give the desired outcome. Whatever the new die roll result is you have to use it.) Level 2: Speed up yourself to take an additional action every turn, and move double your movement speed. Or stop time entirely for everyone for one turn. Level 3: Redo an action once every other turn. Or stop time entirely for everyone for two turns. Level 4: Double the number of actions you can take each turn, double your speed, or slow down the speed of others making it harder for them to hit in combat, halve their movement speed and take one action away from them each turn. Or stop time entirely for 4 turns. Level 5: Stop time for up to 10 turns, or rewind time for everyone including yourself for up to the same amount of time, or rewind time for up to three turns for up to 10 people.

Transform into item (1 pt) Physical, item You can transform into a special item, or several different ones. Level 1: You can transform into an item. If it's an item that's intended to be wielded by someone else your Stats, Skills and Abilities combine. If you become a mobile item like a selfrolling ball you retain all your own Stats. Level 2: If it's an item that's intended to be wielded by someone else your Stats, Skills and Abilities combine. If you become a mobile item like a selfrolling ball you retain all your own Stats but your form is either twice as fast, has double your armor or defense, is twice your strength or something similar. Level 3: If it's an item that's intended to be wielded by someone else your Stats, Skills and Abilities combine. If you become a mobile item like a selfrolling ball you retain all your own Stats but your form has two advantages over your normal form. It can be twice as fast, have double your armor or defense, twice your strength or something similar. Level 4: If it's an item that's intended to be wielded by someone else your Stats, Skills and Abilities combine. If you become a mobile item like a selfrolling ball you double all your Abilities. Level 5: If it's an item that's intended to be wielded by someone else your Stats, Skills and Abilities combine. If you become a mobile item like a selfrolling ball you double all your Abilities, and two of them become 10 times that of your normal form.

Underwater breathing (1 pt) Physical, item This enables the person to breathe underwater, hear underwater as if it was on land and see normally.

Unusual body part (1 pt) Physical, item You have one or two body parts that are not usually a part of your species, like wings, extra eyes, claws instead of hands and so on. See the section in the Species chapter on how these function Suggestion: Wings, eyes on stalks, claws, pincers, tentacles, feet, gripping hands.

Unusual placement of body part (1 pt) Physical, item Any body part can be placed anywhere you like, even on a separate item, and is detachable. You control it as naturally as any normal body part. Add-ons: Senses: The body part has the same senses as you. Vocal: You can speak through the body part. Disposable: If destroyed or abandoned it will wither away or simply fade away. A new one will be regenerated in a days time (1pt) or immediately (2pts). Companion: (2pts) The body part is a full on companion. Create the companion according to the rules later with 45 character points.

Voice (1 pt) Physical, item There are several voice powers to choose from. Soothing voice: Your voice is calming, soothing and able to put listeners to sleep. Level 1: A frightened being who hears your voice may roll a Constitution roll to become unfrightened. Your voice will lower a hostile beings level of hostility and raise a friendly beings friendliness by one level. Small pains like headaches and tummy ache go away. Level 2: A frightened being who hears your voice will become unfrightened. Your voice will lower a hostile beings level of hostility and raise a friendly beings friendliness by two levels. Once per day if a being hears your voice they will heal 1 point of damage. A tired person will fall lightly asleep. Level 3: By speaking you counters any effect that could frighten a person as long as the level of the effect is equal or lower. Once per day if a being hears your voice they will heal 5 point of damage. Fevers and infections lose their fatiguing effects. A tired person will fall deep asleep. Level 4: Once per hour if a being hears your voice they will heal 15 point of damage. A normal being might fall asleep. Level 5: Once per hour if a being hears your voice they will heal 25 point of damage. Fevers and infections will cease. Any fatigue or confusion effects regardless of source will be countered. Commanding: Your voice is so confident and authorative that listeners will obey you. Level 1: A friendly being will obey your order or request, unless it goes against their nature. Level 2: A friendly being will obey your order or request, unless it goes against their most highly held beliefs. A neutral being will obey your order or request, unless it goes against their nature. Level 3: A friendly being will obey your order or request. A neutral being will obey your order or request, unless it goes against their most deeply held beliefs. A hostile being may obey your order if it doesn't contradict their goals. Level 4: A neutral being will obey your order or request. A hostile being will obey your order if it doesn't contradict their nature. Level 5: A hostile being will obey your order or request. Booming: This type of voice can deafen listeners, move objects or people and do damage. Level 1: Your voice may damage anything physical 1d2 or move objects weighing 1kg or below up to 5 meters. Level 2: Your voice may damage anything physical 1d6 or move objects weighing 10kg or below up to 10 meters. Anyone within 5 meters must roll a Constitution roll or be deaf for damage result number of turns. Level 3: Your voice may damage anything physical 1d10 or move objects weighing 100kg or below up to 20 meters. Anyone within 15 meters must roll a Constitution roll or be deaf for damage result number of turns. Level 4: Your voice may damage anything physical 3d10 or move objects weighing 500 kg or below up to 50 meters. Anyone within 50 meters must roll a Constitution roll or be deaf for damage result number of turns. Level 5: Your voice may damage anything physical 10d10 or move objects weighing 2000 kg or below up to 100 meters. Anyone within 150 meters must roll a Constitution roll or be deaf for damage result number of turns. Add-ons: Targeted voice (1): You can decide who gets affected and who doesn't. Great lungs (1): Your voice is louder than normal, doubling the range of your voice. Power whisper (1): Your voice has effect even if you whisper up to the normal range.

Wings ( 1pt) Physical, item, species Level 1: You can fly at speeds of 25 kilometers an hour. Your maneuvers in the air is at Agility -3. Level 2: You can fly at speeds of 50 kilometers an hour. Your maneuvers in the air is at Agility -2. Level 3: You can fly at speeds of 100 kilometers an hour. You can maneuver almost as well in the air as on the ground, your Agility is at -1 in the air. Level 4: You can fly at speeds of 150 kilometers an hour. You can maneuver as well in the air as on the ground. Level 5: You can fly at speeds of 400 kilometers an hour. You can maneuver better in the air than on the ground, in the air, your Agility gets a +2 bonus. Add-ons: Sharp wings (1): The wings and feathers (or equivalent) have sharp or otherwise harmful edges or areas and can be used as a weapon doing 1d8+Strength. Wing projectiles (1): You have 10 feathers that can be used as throwing daggers. They regrow in 2 days. Retractable: Your wings retract into your body completely.

Customizing further This is where you put the final touch to your character's specialty. If you're happy with it as is you can skip this step. Whatever the amount of powers and specialties we've dreamt up, we're sure you can come up with stuff we've missed, and that's what this is about. We can't discuss all permutations but here are some guidelines and examples. You and your Keeper should discuss what customization you want and the Keeper gets final approval. This isn't about trying to get an edge and upset game balance but rather to have your character work as you envision. Aestethics: This is what the specialty looks like. This is something you can modify as you wish, your forcefield, or energy beam, or armour or weapon or skill use can look like you want it to, any color. In the same vein an item can look like anything you want and be of any material except those that give additional properties. Effects: This is ultimately about balance. Say you have a forcefield and you want it to even more powerful than standard. Sure you can have that, but to balance that it has a weakness or two. If you want additional range for a power, the effect will be halved, for every range doubling. Combined specialties: If the keeper allows it a character can allow a character to have two or more specialties. We recommend no more than three per character and that for a high-powered game. Optionally each additional specialty beyond the first halves the efficiency of all of them. So three specialties would have them all at a quarter of their power.

Your character: Personality, acting Then roll or chose a specific place of origin: Eternia Etheria Earth A planet of your own imagination CHAPTER TWO: TRADE AND EQUIPMENT

EQUIPMENT This chapter is all about equipment and how to get it. First is a section where various goods are grouped by theme. That is followed by a description in alphabetical order. Then there are sections on what's available in certain locations that the characters will probably visit. Lastly are loot tables, for when you don't have time to prepare, organized by location and technology level.

Common Loot/findings table

Item, Civilization level, cost, availability For each item there is a notation which level of technology it's available at (CIV), how easily available it is (AVA). Civilization follows the periods or ages decribed in the civilizations chapter. Eternias ancient age is a special case as it is beyond all other levels of civilization. The availabilty can be used in several ways. Either you just determine the availability if the item is asked for, or you can have them roll trade or information skills. If it is a rare item you can also determine that it is available only more expensive. The base of the Eternian economy is trade but coins are becoming more common and in larger cities it's used most of the time. There are several types of coins used on Eternia but for the sake of simplicity there are modern coins, copper, silver and gold, and ancient coins silver and gold. Prices here are in copper coins. 100 copper = 10 silver = 1 gold. Ancient coins are worth double but weigh the same although they are slightly larger.

CIVILIZATION LEVEL: S= Stone Age. Finds of this type is common. B= Bronze Age. Finds of this type is common. I= Iron Age. Finds of this type is common. C= Classical Age. Finds of this type is very common. M= Medieval. This is the most common type of technology on Eternia and Etheria. R= Rennaisance. Finds of this type is rare. IN= Industrial Age. Finds of this type is rare. A= Atomic Age. Finds of this type is rare. This is the most common type of technology in the Horde territories. F= Fusion Age. Finds of this type is very rare. FF= Far Future. Finds of this type is very rare. This is the most common type of technology in the Tri-Solar System. THis was the level of the pre Great War Eternia

Common technological finds These items are plentiful in technological ruins Battery Pistol Armor Clothing Spare parts Fuels

Uncommon technological finds Rifles Vehicles Rare Functioning

Preternian ruins Ancient ruins Old ruins

Eternos palace Jet sled Attak Trak Wind Raider Rainbow Warrior

Man-at-Arms laboratory Detection device Disc device Duplicator Electro-Compass Electro-Thought Monitor Eterno-scope Finder Beam Wind Raider

Snake Mountain Skeleplane Roton Jet sleds

Illegal Hallucinogen High Poison

Weapons: Bright Claw Circuit Confuser Longsword Short sword Bastard sword Falchion Freeze Rod Dagger BattleAxe Double Axe Spear Throwing spear Throwing knife Short bow Bow Staff Composite bow Crossbow Dart Blaster Lance Laser Laser Blaster Megalaser Net Pistol Polearm Rapier Revolver Photon Gun Power ray gun Sai Scythe Shuriken Stun Gun Syphon Gun Ice gun Spray gun Baton Mace Morning Star Nunchaku Halberd Flail Club Whip Rifle Lance Missile launcher Harpoon Lasso Trident Duodent Warhammer Hook hand Spinblade Terror Claws Flying Fists

Heavy Weapons: Ray Cannon

Armor: Shield, small Shield, medium Shield, large Chain mail Plate mail Carapace Hide Scale mail Bulletproof Kevlar Belt shield Electric Force Shield

General goods: Animal caller Beam ray Beeper Rope Candle Chain Crowbar Torch Lantern Comlink Communicator Converter Digger Flashball Flashlight Vinsch Block and tackle Mirror Emergency flare Fishing hook Grappling hook Climber's nails Nails Bedroll Blanket Climber's harnesk Ink Inkpen Ladder Lock Oil Paper Parchment Cookware Soap Spyglass Tent Hourglass Scale Shovel Book Saw hammer Professional equipment: Alchemist Artisan Actor Herbal remedies Musical instrument Clockmaker's tools

Food: Gooble Dry rations Dried fruit and berries Fresh food fruit Fresh desert fruit Rare fruits Fresh berries Rare berries Fresh food vegetables Fresh garnish vegetables Fresh pork Fresh cattle Fresh fowl Fresh wild meat Bread, soft Bread, dry Festive bread and pastries Cheese, soft, fresh Cheese, fresh Cheese, hard Cheese, aged

Drink: Ale Beer Wine, food, local Wine, fine, local Wine, fine, imported Rare wine Cognac Whisky Soda Juice Plant nourishment Milk

Containers: Sack Backpack Chest Urn Belt pocket Box Barrel Waterskin Flask Saddle bag

Materials, processed, per lb: Arcalite Bambite Beryllium Black alder wood Celestium Chrodium Citrine Coridite Dura-plast Elastium Energy crystal Eternium Iron Gold Copper Silver Diamond Rainbow quartz Selanium Cotton Hemp Silk

Animal equipment: Cart Carriage Bit and bridle Saddle Harnesk

Services: Herald Town crier Town guide Errand runner Guard Bank Stabling Kennel Healer/doctor Herbalist Laboratory work

Transport: Horse rental Ferry service, local Boat rental Boat travel/space travel Caravan passage Beaming cell

Riding animal: Tyrantisaurus Rex Gigantisaur Bionatops Donkey Dragon Gek Great Bird Griffin Hornwhale Hunter Bat Myrtlephant Pterodactyl Thunder Lizard Tiger Bug (Meggie) Turbodactyl Horse Giant Lion Giant Tiger Giant Panther Winged Horse Wolf Elephant

Other domesticated animals: Heli-bee (Burbie Housecat Dotted Bloobie (Pooki) Gronk Lurker Tiger Bug (Meggie) Mini dragon (Sago) Monkey Rabbit Omiran Slotto Tiger-Wolf Tracker

Magical equipment: Demon dust (for conjuring)

Healing: Astrala

Media: AVD Auragraph Camera Painting Movie or Music

Specialist: Sage/scientist/lawyer Mechanic Electrician Medic Plumber Building contractor

Unusual or unique

Capture field generator Portaprison A one person steel prison that's teleported in around the captive.

Mechanical hook and wire Another creation of Man-at-Arms.

Animal noise imitator (Battle cat)

Cosmic Nuts

Evil seeds

Power: Argonian Power Cell Eternian Small Battery Eternian Medium Battery Eternian Large Battery

Land vehicles: Attack Trak Battle bones Battle Ram Bashasaurus Basher Blasterhawk Ball Buster Crawler Cliff Climber Dragon Walker Doom buster Fright Fighter Land Shark Laser Bolt Mantisaur Road Ripper Robot Horse ex Stridor Stilt Stalker Spydor Torton

Air vehicles: Collector Jet crawler Jet sled Monstroid Roton Skeleplane Talon Fighter Wind Raider Zoom Chariot

Water vehicles: Cyclo Marauder Royal yacht High speed ship Scubattack

Space vehicles: Royal flying saucer Astrosub Bolajet Eternia NASA Medium Patrol Ship ex Rainbow Explorer Space Throne

Jet sled slower than wind raider, handles steepness less well Inga synliga skador efter kollision mellan de två

Battle Ram The Battle Ram is a wheeled vehicle with a projectile ram. It can be paired with a Jet Sled and controlled from the sled or from the back of the Battle Ram part. The ram shoots specially designed rams over long distances. FILMATION: The intensity of the vehicles weapon can be changed. At high power it will blast away a huge chunk of rock from a mountain and at low intensity it will after a short while blast the same amount of rock into smaller pieces of rock. There are at least 6 of this in the royal palace. The vehicle is voice commanded, and voice prints are put in before hand to keep unauthorized users away. Mini-comics: The Battle Ram is a combination battering ram, catapult and space-warp device, with a flame thrower, swivel mounted laser gun. The only known Battle Ram is owned by He-Man. A space-warp enables the vehicle to very quickly go from one place to another, without having to travel the intervening distance. RPG: Only one known, mostly functioning, Battle Ram exists, in the care of Man-at-Arms. Speed Power source Consumption Armor Hit points Driver Passenger Weapons Other

Jet sled The Jet Sled is a flying one-man vehicle capable of great speeds. It's a short range vehicle mostly used for air patrol. It's weaponized with quadruple X. One of the most common pre-Great War era finds. FILMATION: At least 42 Jet sleds exist and they are used by both Skeletor's crew and by Eternos guards. It has a safety measure which allows it to land if it looses the pilot. Mini-comics: Only one Jet sled is known to exist, in the care of He-Man. RPG: Only one known functioning Jet Sled exist, in the care of Man at Arms. While the sleds were common, the problem is finding enough of them to make one functioning sled. About a months full time excavation of a pre-Great War site may yield the material for one that someone may make one functioning Jet sled out of. Speed Power source Consumption Armor Hit points Driver Passenger Weapons Other

Wind Raider The Wind Raider is a one man plane designed for long range flights. It has a special projectile fired winched anchor which can be used for rescues or attacks. FILMATION: There are two versions, a two seater, and a four seater. Mini-comics: The fastest vehicle on Eternia, it has a low-speed mode in which the lift capacity in a 90 degree ascent is taxed to the point of almost standing still. RPG: Only one known functioning Wind Raider exist, in the care of Man at Arms. It is built from pieces of several other raiders, and he is always on the look-out for functioning parts. Speed Power source Consumption Armor Hit points Driver Passenger Weapons Other

Battle bones Battle Bones are huge animated skeletons designed to carry troops into battle. Mini-comics: The king, and last of an ancient race of intelligent large lizards. Found by Skeletor and given life back as a slave to him, now freed and in the service of the Masters. Other potential battle bones exist as buried skeletons or fossils. RPG: Originally created by a mage in ancient times. Today, when found they are controlled in the same way as any domesticated riding animal. Three are known to exist. Speed Power source Consumption Armor Hit points Driver Passenger Weapons Other

Monstroid Speed Power source Consumption Armor Hit points Driver Passenger Weapons Other

Robot Horse ex Stridor A large robot horse with a seat inside its chest, from where it is controlled. Mini-comics: Belongs to Fisto, intelligent enough to understand and follow verbal commands and carry them out. FILMATION: See Stridor in the people section. RPG: Stridor is a functioning robotic horse found by Fisto and repaired by him and Man-at-Arms. The horse has a limited intelligence and personality enabling it to act on its own. Trap Jaw has a similar model, named Night Stalker. Their stats are the same. They were originally used as recreational vehicles but weren't common back in earlier Eternia. If found they will probably need to be repaired. Speed Power source Consumption Armor Hit points Driver Passenger Weapons Other

Attack Trak The Attack Trak is a tracked terrain going vehicle. Used when speed is important. FILMATION: This version is a comfortable mobile home on terrain going tracks. It was created by Man-at-Arms and has protection and offensive capabilities. There are at least 5 of these in the royal palace. At least one of them is sentient and uses voice commands, and can speak. Only those that have had their voice prints recorded can use the Attak Trak. His friends usually just call him Trak. Mini comics: Used on urgent missions. Has some sort of sentience and can fire the weapons and activate a smokescreen by itself. RPG: Designed by the same designers that designed the Battle Ram. Speed Power source Consumption Armor Hit points Driver Passenger Weapons Other

Zoom Chariot An open canopied flying sled. Speed Power source Consumption Armor Hit points Driver Passenger Weapons Other

Jet chair Essentially a flying wheelchair. Speed Power source Consumption Armor Hit points Driver Passenger Weapons Other

Land Shark Mini-comics: Belongs to Skeletor. Speed Power source Consumption Armor Hit points Driver Passenger Weapons Other

Road Ripper Originally built for short distance races, Man-at-Arms has managed to make it more robust. RPG: Originally used for recreational and competitive racing on smooth tracks, these vehicles are an uncommon find, with the rarest finds being fully functional tires. Speed: As fast or slightly faster than attack trak. Power source Consumption Armor Hit points Driver Passenger Weapons Other

Bashasaurus Mini-comics: Used by Man-at-arms and Teela, parked in the Royal Palace. One of Man-at-Arms creations, it took parts of an ancient wrecking machine and turned it into a modern wrecking machine. Only it's intended to wreck other vehicles and not knock down buildings. The prototype was called the Ball Buster. Speed Power source Consumption Armor Hit points Driver Passenger Weapons Other

Dragon Walker Speed Power source Consumption Armor Hit points Driver Passenger Weapons Other

Stilt Stalker Speed Power source Consumption Armor Hit points Driver Passenger Weapons Other

Cliff Climber

Laser Bolt

Mantisaur A one man vehicle styled to look like a mechanical insect. It is controlled by mental commands are keyed to its user. This is the common steed Hordak uses. Speed Power source Consumption Armor Hit points Driver Passenger Weapons Other

Roton MOTUC: Originally designed by the Fighting Foe Man Ditztroyer, the Roton is an ominous vehicle that is black in color with red spinning blades around the circumference. Two glowering eyes are molded into the vehicle's chassis to strike fear into even the bravest Heroic Warrior. Typically used on land, Rotons also function as flying vehicles and are equipped with guns, though the spinning blades are their most devastating weapon. The chaotic Ditztroyer double-crossed the Horde by secretly joining the Evil Warriors and offering them guidance on the Roton design. Speed Power source Consumption Armor Hit points Driver Passenger Weapons Other

Torton Speed Power source Consumption Armor Hit points Driver Passenger Weapons Other

Spydor Speed Power source Consumption Armor Hit points Driver Passenger Weapons Other

Fright Fighter Speed Power source Consumption Armor Hit points Driver Passenger Weapons Other

Blasterhawk Speed Power source Consumption Armor Hit points Driver Passenger Weapons Other

Collector FILMATION: Skeletor's ship. Has freeze ray that freezes people for at least 1 hour. Speed Power source Consumption Armor Hit points Driver Passenger Weapons Other

Basher Speed Power source Consumption Armor Hit points Driver Passenger Weapons Other

Doom Buster FILMATION: Skeletor's. Speed Power source Consumption Armor Hit points Driver Passenger Weapons Other

High speed ship A high speed watership. FILMATION: A watership, probably designed by Man-at-arms, and used in the Eternian navy. Sunk by the Kraken. RPG: A heavily modified ancient ship. Speed Power source Consumption Armor Hit points Driver Passenger Weapons Other

Rainbow Explorer This is the ship that Queen Marlena arrived on Eternia in. Equipped with blasters and missiles. FILMATION: Kept in a museum display in Eternos palace dedicated to Earth, it is kept in functioning condition. RPG: This is the ship that brought Queen Marlena, Evil-Lyn, Beast Man and Triklops to Eternia. Kept in Eternos palace, the goal for Man-at-Arms and Queen Marlena, is to repair it to full functionality. The scarcity of parts, and some metals makes this a very long-time project. Speed At least as slow as a jet sled. Power source Consumption Armor Hit points Driver Passenger Weapons Other

Skeleplane Speed Power source Consumption Armor Hit points Driver Passenger Weapons Other

Space Throne This comfortable throne is capable of interstellar travel, and is the main means of transportation of Zodak. Speed Power source Consumption Armor Hit points Driver Passenger Weapons Other

Talon Fighter Mini-comics: First seen used by Skeletor. Later taken by the Goddess. Mightiest flying vehicle in all Eternia. If it or Point Dread is destroyed, they will rematerialize on top of Castle Grayskull. Designed for two pilots simultaneously, but can be used by one. Speed Power source Consumption Armor Hit points Driver Passenger Weapons Other

Claw fighter This treaded machine with claws on tentacles was built by Skeletor. CHAPTER THREE: MAGIC AND PSIONICS

MAGIC AND PSIONICS This chapter details what magic and psionics are and what they can accomplish. From a game rules perspective magic and psionic powers work the same but they are dissimilar in how they are gained, and what exact effects they have.

Magic Magic is its own type of elemental energy which can be used to manipulate the world. Some beings are innate users of magic, but for most intelligent species it is an acquired, learned, skill. It is usually learned by asking a magic user to teach their knowledge, or by reading books on the subject.

Magis ic divided into two main branches, normal and dark. The first is used for almost everything and the second draws its power from demonic and evil sources. Any magic user can use either, but dark magic is more dangerous and best left to villains. Magic is then divided into three types based on the amount of preparation and time it needs. It can be improvised, prepared or ritual. Improvised use more magic power but allows for flexible use and can be used at will. Prepared use less magic power but have their limits defined. They sometimes need some materials, and while most can be cast at will, some take longer, up to 10 minutes. Rituals use a lot of magical power and take a lot of time and materials. They are the most powerful, and they can be cast by multiple participants to increase the power or ease the indivudual power drain. Using magic costs Magic Power. A normal person and a Magician gets 10 Magic Power points to start with while those with the Specialty get to chose different options which give different amounts of points. Add your Intelligence Ability score to this. As a last resort, if you are out of Magic Power points you may instead, do Ability damage to your Endurance and gain as many Magic Power points as you do damage. As you will see later, some magic items also use Magic points, and may be used by a magic user to power the users own spells.

Magician and Magic Specialty A magician is someone whose main profession is magic, and as such will have a very wide selection of magic powers to choose from in addition to any extra gained from also taking the Magic Specialty. Someone with the Specialty is more limited in their selection of powers but may use them in different ways sometimes. Non Magician Magic Specialty Level 1: You get a starting Magic Power Rating of 20 for use with improvised magic, or you get the normal 10 but get to choose 5 spells from the spell list that work at their maximum capacity, or you get the normal 10 but can choose one ritual that you can cast as if it was improvised as regards to material and time. The option you choose here is what improves with each level. If you want to have both the high Magic Rating for improvised spells, plus additional spells that work at maximum, you need to take the specialty twice. Level 2: Your Magic Power Rating is 30 for use with improvised magic. You get to choose an additional 5 spells from the spell list that work at their maximum capacity. You can choose one additional ritual that you can cast as if it was improvised as regards to material and time. Level 3: Your Magic Power Rating is 40 for use with improvised magic. You get to choose an additional 5 spells from the spell list that work at their maximum capacity. You can choose one additional ritual that you can cast as if it was improvised as regards to material and time. Regardless of what option you have, you can now identify a magic item and know its powers by holding it. You can counter magical protection by paying its protection value in Magic Power. Level 4: Your Magic Power Rating is 60 for use with improvised magic. You get to choose an additional 5 spells from the spell list that work at their maximum capacity. You can choose one additional ritual that you can cast as if it was improvised as regards to material and time. Regardless of what option you have, you can counter a spell by paying as much Magic Power as the caster. You can counter any damage you recieve by paying that amount of Magic Power. Level 5: Your Magic Power Rating is 100 for use with improvised magic. You get to choose an additional 10 spells from the spell list that work at their maximum capacity. You can choose one additional ritual that you can cast as if it was improvised as regards to material and time. You can counter any spell a Magic Specialty user casts for 10 regardless of the cost they paid if they are a lower level than you. You can counter any damage someone recieves by paying that amount of Magic Power. Add-ons: The Power: You add as many points as your Magic Power Rating. Improvised magic Improvised magis is instant and uses your Magic Power directly to power the effects of a magic effect made up on the spot. It can be used by both pure Magicians and those with only the Specialty. Some items may give a non magic user the ability to use improvised magic. Here's what it can do: Each point of magic power may negate as many points of magical, physical and psionic protection, magical, psionic and physical damage. If it becomes 0 or less, the damaging effect has not made contact with the target. It may heal as many points of damage. It may do magical force damage, 1d4 per point of Magic Power. You may add one type of energy or element per 5 points of Magic Power. The range is touch, or 10 meters per Magic Power. For each magic power spent you may increase or decrease a moving object or beings speed by 10 meters per turn. You may magically lift things of 5kg per Magic Power. You may summon magic beings, which have 1 in each value for every Magic Power. You may illuminate a 30 meter wide area for a minute per power. You may raise or lower a beings Ability by 1 for every Magic Power. You may substitute a spells material requirement for 1 Magic Power point for each 100 gold worth of materials. You may halve the casting time of a spell or ritual by paying its cost in Magic Power points. You may raise the difficulty of the Ability roll used to resist a magic effect, a point for a point. The Magician The name Magician means any magic user that isn't using the Specialty only, or an item to use magic. There are many different names used to denote a Magician but they are the same. Some alternate names include wizard, warlock, witch, conjurer, sorcerer and X. A Magicians most important skill is his use of magic spells, and therefore a driving force is learning new ones. New spells can come from other Magicians, from books of Magic, from artifacts and experimenting. Spells have levels and you must be of the same level to be able to use a spell. A starting Magician gets the Magic Knowledge Skill.

Magician levels 1: This level doesn't cost anything for someone who has chosen Magician as their starting Profession. You coose 10 spells as your staring spells. 2: You may use level 2 spells. You get 20 Magic Power. 3: You may use level 3 spells. You get 40 Magic Power. 4: You may use level 4 spells. You get 60 Magic Power. 5: You may use level 5 spells. You get 80 Magic Power. Add-ons: The Power (1): You add as many points as your Magic Power Rating. Easy (1): Choose 3 spells. Those always work at maximum effect. Spells All spells are listed alphabetically, but there is a list of the spells by level also. Almost every spell improves with each level and the effects will be detailed in the spell. All spells are decribed the same way, like this: Type: Normal or Dark. Improvised, prepared or ritual. Described earlier in this chapter. Materials: If any are needed, lists which and how much. Time: How much time it takes to cast the spell. Level: Which level you can take the spell at. Range: How far it can reach. Area of effect: How large an area it effects, or how many of a specific thing it can effect. Save: What type of Ability roll a target may roll to avoid the effect, or break free from a spell. Restricted: If the spell may only be cast once on Eternia. This is detailed more in the section of Spellcasting on Eternia and is used in the RPG and in Mini-comics canon. Cost: How many Magic Power points it costs to cast the spell. Then follows the main description.

Ranges The range of a spell can be either self, touch, a distance shown in meters, or kilometers, or a distance described by words. Self means the spell only affects yourself. Touch means you need to touch the person physically. It doesn't need to be body to body, the magician may use gloves and only touch another persons armor that the person is wearing for the spell to take effect. Described by words are written as to be easily understood. Some example may be the continent, the hemisphere, the planet, the dimension, within view and so on.

Areas of effect Commonly the areas are described by geometry like a circle, a cube and so on of a certain height, width, depth/breadth or diameter and affects everyone within the area. Some spells might affect a certain number of levels of beings, a certain weight in kilos, a number of hit points or Ability points. This will be clearly spelled out.

Attack air snakes Cost: Type: Materials: Enlargement Time: Type: Level: Materials: Range: Time: Area of effect: Level: Save: Range: Restricted: Area of effect: Cost: Save: Restricted: Mind control Cost: Type: Materials: Ray of Force Time: Type: Level: Materials: Range: Time: Area of effect: Level: Save: Range: Restricted: Area of effect: Save: Level: Restricted: Range: Cost: Area of effect: Save: Ray of Flame Restricted: Type: Cost: Materials: Time: Portals Level: Type: Range: Materials: Area of effect: Time: Save: Level: Restricted: Range: Cost: Area of effect: Save: Ray of Elements Restricted: Type: Cost: Materials: Time: Dimension shift Level: Type: Range: Materials: Area of effect: Time: Save: Level: Restricted: Range: Cost: Area of effect: Save: Force field Restricted: Type: Cost: Materials: Time: Magic Drain Level: Type: Range: Materials: Area of effect: Time: Save: Level: Restricted: Range: Cost: Area of effect: Save: Summon Restricted: Type: Cost: Materials: Time: Clone Level: Type: Range: Materials: Area of effect: Time: Save: Level: Restricted: Range: Cost: Area of effect: Save: Teleport Restricted: Type: Cost: Materials: Time: Fly Type: Cost: Materials: Time: Disguise Level: Type: Range: Materials: Area of effect: Time: Save: Level: Restricted: Range: Cost: Area of effect: Save: Ethereal form Restricted: Type: Cost: Materials: Time: Paralyze Level: Type: Range: Materials: Area of effect: Time: Save: Level: Restricted: Range: Cost: Area of effect: Save: Elemental protection Restricted: Type: Cost: Materials: Time: Petrify Level: Type: Range: Materials: Area of effect: Time: Save: Level: Restricted: Range: Cost: Area of effect: Save: Transmorfing Restricted: Type: Cost: Materials: Time: Far sight Level: Type: Range: Materials: Area of effect: Time: Save: Level: Restricted: Range: Cost: Area of effect: Save: Mind reading Restricted: Type: Cost: Materials: Time: Sleep Level: Type: Range: Materials: Area of effect: Time: Save: Level: Restricted: Range: Area of effect: Time: Save: Level: Restricted: Range: Cost: Area of effect: Save: Illusions Restricted: Type: Cost: Materials: Time: Balls of Force Level: Type: Range: Materials: Area of effect: Time: Save: Level: Restricted: Range: Cost: Area of effect: Save: Telepathy Restricted: Type: Cost: Materials: Time: Ice puddles Level: Type: Range: Materials: Area of effect: Time: Save: Level: Restricted: Range: Cost: Area of effect: Save: Reincarnation Restricted: Type: Cost: Materials: Time: Snow Level: Type: Range: Materials: Area of effect: Time: Save: Level: Restricted: Range: Cost: Area of effect: Save: Water breathing Restricted: Type: Cost: Materials: Time: Cold Level: Type: Range: Materials: Area of effect: Time: Save: Level: Restricted: Range: Cost: Area of effect: Save: Animate dead objects Restricted: Type: Cost: Materials: Stun ray Materials: Type: Time: Materials: Level: Time: Range: Level: Area of effect: Range: Save: Area of effect: Restricted: Save: Cost: Restricted: Cost: Protect building Type: Freeze ray Materials: Type: Time: Materials: Level: Time: Range: Level: Area of effect: Range: Save: Area of effect: Restricted: Save: Cost: Restricted: Cost: Protect person Type: Unsummon Materials: Type: Time: Materials: Level: Time: Range: Level: Area of effect: Range: Save: Area of effect: Restricted: Save: Cost: Restricted: Cost: Saving throws against Magic Mental and physical Banish Type: The rule of no duplication of a spell Materials: Mind control, breaching specific person's Time: protection, Level: Range: Peoples views of magic Area of effect: Save: Restricted: Cost: Psionics Magic items Banish to specific place Creating Type:

CHAPTER FIVE: THE GAME RULES This chapter details all the rules used in the Advanced rules set. You do not have to read the Basic rules to understand these rules. Some sections are very similar to the Basic rules and if you're moving from one to the next, read everything here carefully because they are different in almost all cases. Just like the Basic rules, there are options for you to chose from depending on your preferences. If you are unsure which rules set to use, read this chapter and see if it feels right and more interesting than the Basic rules if you have read those. You can also mix and match, so if you prefer the Basic rules but like something presented here, just use that exception.

The main rule of the game A roleplaying game is about characters trying to accomplish something, whether that is winning a jousting tournament or beauty contest, or repairing a broken down starship. Basically anything the players think is relevant for their characters to do. If it's relevant and important we use the rule as described below. If it's unimportant, there's no need to roll. Opening a door, eating a meal, routine tasks need not make use of any rule or roll. In order to determine if the character succeed we roll dice to add a bit of excitement to the procedings. The better someone is at doing what they are attempting the higher the chance of success. Any attempt at anything means you roll 1D20 against a Difficulty level set by the Keeper. Ability score modifiers are added to the roll. If your roll and modifier equals or exceeds the Difficulty level you succeed. If you have a relevant skill, the Difficulty level is lowered one step. The difficulty levels are as follows:

Easy (Shouldn't be rolled normally) Only 1 is a failure Normal (Shouldn't be rolled normally) 4+ Difficult 10+ Hard 16+ Nearly Impossible Only 20 is a success

This one rule is central to the entire game. The rest of the rules detail how you use the rule in various situations, how you can modify the difficulties, and some other more specialized rules that are used much more rarely.

If you use the Skill system you use your Skill bonus with your Ability score modifier against the difficulty levels below: Easy 6 Normal 12 Difficult 17 Hard 23 Nearly Impossible 30 The skills chapter has sample difficulties for common uses.

Action When things start to heat up, and several characters and other beings want to do something at the same time it's necessary to keep track of time and the order of events. This is done using Quickness. The being with the highest Quickness goes first, and then the rest do their actions in order from highest to lowest Quickness. Action sequences are divided into rounds. Rounds are about 10 seconds of time in the game world. Each being can move and do one thing of their own during their turn in a round. A list of examples of what a being can do is on the next page. Option: Additional things for quick beings For every 10 points of Quickness a being will be able to do 1 additional thing.

What a character can do in a round Open a bottle and drink it. Open a container and take an item out of it. Try to hit a target. Cast any one round spell. Activate a magic item. Open and close a door. Mount a steed. Get in a vehicle. Light a torch if you have the right equipment. Transform Start up a vehicle. Change ammunition in a weapon. Move an additional distance.

Some things that don't count towards what you can do Use a knowledge skill as long as you are not casting a spell. Speak, as long as you don't cast a spell with a vocal component.

Chases A person with higher Quickness will catch someone with lower Quickness.

Combat

Hitting and avoiding getting hit If a being tries to hit another being you use a variation of the main rule. Instead of trying to match or exceed a Difficulty level, the difficulty is the targets Armor class. So you roll 3d6, add the Ability modifier for the weapon or attack form the being uses. If the result is equal to or higher than the armor class the attack has hit. If a being tries to avoid getting hit they have to roll 3d6, and add either their Quickness or Agility Ability bonus against the attackers result. If the roll equals or exceeds the attack result, the hit is negated.

Holding If a being wants to hold a target, they first have to hit according to the rule above. If they succeed (after having checked for avoidance as the rule above), the target is held. The target may try to break free, using Agility or Strength. You use the main rule, and both the being holding and the held being rolls. The one with the highest result wins. A held being loses their Ability bonus to Agility and Quickness except for when trying to break free.

Doing damage If a being has hit another being you roll 1d6, adds the right Ability bonus and the weapon damage bonus. This amount is then deducted from the targets hit points. All weapons and attack characteristics are on the Attack form table.

Getting hurt When a being has 0 hit points, they are unconscious. They will regain consciousness and start at 1 hit point after 1 hour of game world time. If a being hits someone, and they would become unconscious, they can instead choose to kill the target.

Healing Normally a being that isn't unconscious regains all their hit points after a fight, or after six hours of rest.

Falls A being which falls takes 1d6 of damage for every 10 feet fallen, up to a maximum of 10d6. If the fall is under 10 feet the being may try an Agility roll to avoid the damage.

Fire A being which burns takes 1d6 of damage each turn. A being may take 1 turn to extinguish the fire.

Drowning A being which needs to breathe but is unable to will be able to hold its breath for 1d6 turns, or if prepared its Constitution in number of turns. After that the being will begin to die, either from being unable to breathe or by inhaling liquid. A minute after running out of air a normal being will lose consciousness, and unless rescued will be dead after four more minutes. (Under extreme conditions, with training and a good amount of preparation combined with non strenous activity a being can hold its breath for its Constitution in number of turns. Extremely lucky individuals who are submerged in frigid water may survive up to an hour without dying, but will need rescue and treatment by someone with knowledge of cold damage.)

Breaking stuff Just like a character, every object has a number of hit points. When an item has lost a quarter of its hit points any casual observer may see that it has been damaged. Sensitive items like most electronics will cease to function at this stage. When half the hit points have been lost an item is clearly damaged and a person will notice this by touch. Mechanical objects will cease to function at this stage. At a loss of all hit ponts an item is broken and will no longer perform its function. A pole may be cut in half, a door fallen off its hinges and so on. To completeley destroy an item however, making it impossible to repair by normal means, you need to do an additional 10 times its hit points in damage.

Environmental dangers Disasters Floods Drowning Earthquakes Volcanoes Landslides Dangerous climate Hot climates Cold climates Dangerous substances Radiation Poisons Venoms

Improvement As a character goes through an adventure the character gains experience points. These can be used to improve or buy new options and abilities and buy new skills (and hit points). Experience points is recommended to be handed out at a rate of 100 per session, and 200 at the end of the last session of an adventure. Costs: New skill: 100 Raise an ability: 200 Raise an option: 300 New option: 400 Options: The rate of experience should really be about what your players enjoy. Most enjoy making their character a little bit better often. Feel free to experiment with the rate and change the cost for improvement. When can characters improve? This is another option. Some Keepers let the PC's use and get their improvement directly during an ongoing adventure, while others let the improvements happen after a finished adventure. Buying more hit points is another option. This should probably be limited to a max of 20 or combats might become too long.

Chases Footchases Vehicular chases Riding chases

Combat Order of combat Common actions Hitting Dodging/parrying Ranged combat Other actions Overbearing Pinning/holding Throwing Competitive combat Jousting and other competitions

Other dangers Environmental dangers Disasters Floods Drowning Earthquakes Volcanoes Landslides Dangerous climate Hot climates Cold climates Dangerous substances Radiation Poisons Venoms

Healing Healing rates Specific injuries Cuts, bruises and broken bones

Magic

Improvement

Combat Filmation Heroic Lethal CHAPTER SEVEN: BEING A KEEPER

Being a Keeper is a great role, allowing you to entertain your friends and develop your creativity. The character players only control their characters and only need to know the rules that pertain to them, while the rest of the rules and the game is the Keepers to handle. That may sound like a lot to do but it's not overwhelming and it's really rewarding. This chapter is for those new to roleplaying or to Keeping so if you're experienced you may skip this chapter. If you haven't already read the introductory comicbook, then do so first and then return here.

The steps to become a Keeper Read this chapter (Read the Introduction to the Universe, if this setting is new to you) Create a character Read the Magic chapter (but skip the spells) Read the Basic rules Read the Adventures Chapter Run the Introductory Adventure

Character player and Keeper comparison Let us start with a comparison between the two roles of a player in a role playing game. PLAYER KEEPER Acting their character Acting every character other than the Player Characters Knowing the important rules Knowing almost all the rules Arbiting the rules Planning for the adventure Engaging the players Knowing their character Knowing the setting Organize the game

Looking at that list there's quite the difference, however there's only one that takes a lot more time and effort, and that's planning for the adventure. Adventures have their own chapter so we won't go in to any detail in this chapter.

Why be a Keeper? The main thing that draws some to Keeping is that it's a great creative outlet. A Keeper thinks about fun adventures, monsters, villains, mysteries, treasures and whatever else the player characters will encounter during the game. For some this is more fun than actually playing the game, while others like the reward of seeing their friends have fun meeting the challenges that the Keeper has set up. It is a unique experience and we do recommend that you try it once to see if it's for you.

Basic organization If you've decided to try and be a Keeper, it will be a great help to be organized. Get a notebook or a computer file folder for all your game notes. Keep it and the other game stuff together.

Knowing almost all the rules Knowing the rules of this game does not mean you have to memorize then in order to be a Keeper. Before running your first adventure you should read through the Basic rules once, just to learn the main, most often used rule and to see what the rules actually cover. During play you can use the Index to find any specific thing you might want to reference. The more you play the easier it becomes. You and your players will remember the rules that gets used often and the important ones. The main advantage of knowing the rules well is to not waste time and slow things down during the game session. It is fair for you to let the players be the ones that learn the rules they themselves use, like for example how a certain spell their character uses functions.

Arbiting the rules Sometimes a situation may occur that isn't covered by the rules. Then it is your job to decide how it will work during the game session in progress, and if needed, maybe elaborated on later. As an example, two player characters are involved in a food fight. So far they have only thrown solid small objects like apples and potatoes at each other which the basic rules cover. (Fighting and throwing things in general is covered. Exactly what is thrown is irrelevant in this case.) But then one of the characters wants to throw a custard and cream cake in the other player character's face. The Basic rules don't have rules for aiming at a specific body part, or what happens if you get something gooey in your face and eyes. This is where your decision comes in and the type of decisions you make is your game style. There is no right or wrong. If the players don't like your decision you can just change it directly, stick to it, or say that you will think about it later. Keeping the session going is more important than halting the game and taking a lot of time thinking things through. See the sidebar for some ways to think about this particular example and different ways to reason.

Planning for the Adventure The creation of the adventure is its own separate chapter. In short, this is about making sure you have easy access to what you need. You have your adventure notes. You may have maps prepared. You may have read up on an unusual rule that you know will be used. Anything that you can think of that will make it easy for you to run the adventure.

Engaging the players This is about knowing what your players enjoy and activating them. You will learn that some players enjoy the combact aspect of the game, some like overcoming mental challenges like riddles. Some like interpersonal interactions between their character and others, while others like solving mysteries. The more you play the more evident thir preferences become. You should tailor your adventures to their tastes, making sure there is stuff there for everyone. Also, don't let more than a few minutes between go by without you adressing each player. For example if the group of characters split up, shift between them often instead of playing through what happens to one group first, and then the other. The more everyone is involved the better.

Knowing the setting Your descriptions depict what the player character's see, and how the universe functions. In order for that to be consistent you will need to know the setting of the game. If you're new to Masters of the Universe this book describes the setting and there's a read and watchlist if you want more. Don't be afraid to use the images in this book to show to the players to supplement your descriptions. If your already familiar with this world, then it's just about describing your vision.

Acting all non player characters This is no different than being a player, acting out their character. Where it might be tricky are situations where you have several speaking characters or characters that are talking between themselves. In addition to the section on acting in the players part of the book, the best way to easily distinguish between characters is giving them unique voices, ways of speaking, and preparing the dialogue.

Organizing the game This is the practical part, deciding a place to play, deciding on times, making sure evryone is informed and so on. Acting, player knowledge

Playing with kids If you play with young kids you might want to simplify the game more than the basic game does. Read through the basic game for the gist of the rules, then apply the changes below. Create characters normally, but don't bother with skills. When a character want to accomplish something just have them roll a D6 against two difficulties: easy and hard. Easy is 1-4 and hard is 5 and 6. Use your judgement, but generally, if someone has 13 or more in an ability score, doing something based on that is easy, and lower it is hard. For hit points each character has 10. Villains and monsters have a quarter of their Constitution scores. When it comes to things other than the rules, keep it simple, use simple maps (drawn on graph paper), and tokens to make it easier for them to visualize.

Creating a character Follow the steps in that chapter.

This is the end of this Chapter on Keeping, but the Advenures Chapter goes into creating adventures while the Keepers tips and tricks gives lots of practical tips on a lot of the topics covered in this chapter. CHAPTER EIGHT: WHAT'S YOUR CANON?

CANONS (Pre-filmation, Original Mini-comics, Evolving reality, Mini-comics only, Filmation He-Man, Filmation She-Ra, Filmation Power Hour, DC Comics 1980's, Marvel Comics/Star Comics, Ladybird, The New Adventures of He-Man, He-Man, 2002 Carton, 2002 Comicbook, MOTUC, DC Comics 2012, RPG and Head Canon.

Canons This chapter goes into what differs from each canon to the next in mostly general terms while more specific details can be found in the various sections on the worlds and their inhabitants. Some of these canons are entirely self contained while others grew out of, or was additions to previously established events. There are main canons which are the most widely spread ones, and there are smaller canons which were regional. There's a section for each canon about the real life reasons and origins but this is far from a complete historical account. There's a section at the end of this book with suggestions for further reading and watching. If you are a fan of a certain canon, the rules section also has various options and recommendations to simulate the feeling of each canon.

Cast of characters Feel Depiction of the world Real world history

EARLY MINICOMICS Cast of characters: He-Man, Man-at-arms, Teela, Godess, Beast-Man, Stratos, Mer-man, Skeletor, Zodak, Battle Cat and the Spirit of Grayskull are all that figure. Feel: This canon is sword and sorcery inspired, the same genre as Conan the Barbarian, with some technology thrown in. The adventures here really centers around the protection of Castle Grayskull from Skeletor. Depiction of the world: We don't get to see much of the Universe beyond Castle Grayskull, but we learn that The Great War devastated Eternia and created portals in reality allowing beings from other dimensions access to the planet. The level of civilization seem to be at best medieval, with the addition of a few technological items and vehicles, probably leftovers from the war and the time before it. While there is some landscapes that are similar to earths there are also differences, especially in the plant life, and the planet has at least three moons. Real world history: The Mini-comics came with the action figures. The first four were written as illustrated story-books and some were created during the early development of the action figure line. As such there are contradictions within them, such as Stratos being evil at first, colors of characters not matchning and so on. This RPG in its descriptions does not include the early mistakes.

LATER MINICOMICS Cast of characters: In addition to the previous cast, new characters are introduced, in order they are: Sorceress, King Randor, Queen Marlena, Ram-Man, Tri-Klops, Man-E-Faces, Trap Jaw, Feel: The level of technology is more generic medieval and shows more civilization. The stories themselves are similar in scope to the predecessor. Depiction of the world: After the Filmation cartoon started some elements of that show started showing up in the minicomics but the minicomics were still a world of their own. There doesn't seem to be any effort to create a real continuity in some regards and the writers and artist sometimes had access to different reference so some mistakes continued to be made by the same creators. Real world history: The minicomics started becoming comic books instead of story books.

FILMATION Cast of characters: He-Man, Man-at-Arms, Teela, Battle Cat, Orko, Ram Man and Stratos are some of the mainstays but almost all of the people in the Character section shows up here. Feel: While there are some dangerous monsters and beings out to destroy life on Eternia, the heroes always manage to save the day without any killing or harm beyond a few bruised villains and beasts. For many people (most perhaps) this is the one version that trumps the rest. Each episode of this animated tv-series had an end segment where the moral of the episode is explained. Depiction of the world: The Universe is a vast place with lots of inhabited planets, dimensions and strange places. Eternia, while Earth-like and inhabited by humans is depicted as having a really alien looking landscape with strange plants and animals. The level of civilization while very varied shows a lot of technological equipment, especially in the Kingdom of Eternia. Real world history: Filmation agreed to produce a cartoon for Mattel's toy line, based in part by Michael Halperin's Masters of the Universe bible. They produced one series of Masters of the Universe and one of She-Ra.

MYP Cast of characters Feel Depiction of the world Real world history: This canon is presented by a cartoon by Mike Young Productions and a Comicbook published by X and Image Comics. It expanded greatly on the setting and characters.

Classics Cast of characters Feel Depiction of the world Real world history: The Classics canon is a toyline started in 2008 which sought to create a unified canon from all of the different sources. The story was told through biographies on the backs of the toy packaging and through some maps.

Early DC Comics Cast of characters Feel Depiction of the world Real world history

Star Comics Cast of characters Feel Depiction of the world Real world history: A comicbook that targeted kids, produced by Marvels childrens brand Star Comics.

Modern DC Comics Cast of characters Feel Depiction of the world Real world history German Audio

German comics

UK Magazine

US Magazine

Netflix She-Ra

Head canon This is used to describe a person's own internal canon. For example some people don't like that Queen Marlena is from Earth. They might like a certain canon that includes that fact but disregard just that part.

RPG Cast of characters: Almost every character from this book. Feel: The goal of the RPG canon was to recreate the feel of the original minicomics but acknowledging as much as possible of what came next. The RPG canon also adds a lot of information in order to make it easier for new Game Masters to start up a campaign. Unlike the Classics canon there's no effort to take everything and trying to make everything fit and make sense. Instead I've chosen what I like, and what I think are interesting aspects of other canons. Depiction of the world: The Universe is a vast place and most places are in similar states as Eternia which is a post-apocalyptic world with a great deal of hope for the future and lots of opportunities for adventurers to help rebuild civilization.

Smaller additions: UK Comics/Magazines German audioplays Brazilian comics Italian comics Ladybird books Newspaper strips German POP audio plays German comics Golden books THE UNIVERSE, PLANETS, DIMENSIONS

The setting of this game is vast. It's just not a single planet, there's plenty of them, and other dimensions too, some filled with their own planets. There's time travel, worlds between worlds, there's anything you can imagine. Let's try to make sense of it all. We'll work our way from big to small.

What dimensions are In this game a dimension is any truly separate place with it's own set of natural laws which you can't reach by conventional means. Our entire universe, the one with our planet, our solar system and all its galaxies is one dimension. Other dimensions exist that may be smaller or larger, that may have the same natural laws or be totally foreign. Eternia exists in the same dimension as our Earth, but the dimension of Despondos where Hordak was trapped once is a totally different place. You can't travel to another dimension through any normal means, like walking, flying starships or even teleporting. You need a machine or magic item, or ability that can open either a direct portal, or open access to the Travel corridor. The Travel corridor is a dimension with the unique feature that you can use it to travel to any other dimension. It's like a central station between dimensions. Sometimes the word multiverse is used to describe the totality of all dimensions. Dimensions lie within different astral zones, and Trolla and Eternia are in different ones. The exact meaning of what an astral zone is is unknown apart from the fact that the further apart the zones are, the harder it is for magic of one zone to function in the other.

Sidebar The regular meaning of dimensions Dimensions on our earth is what we use to describe our world. Height, width and depth are the common 3 dimensions that describe a lot of what we see with our own eyes. Time is considered a fourth dimension.

Within dimensions Without making this into an astronomy section, the largest dimensions include entire universes. That means galaxies, stars, planets and so on. This text assumes you know what those are. On the other end of the spectrum, a dimension can be really small, like just enough to imprison one being. The rest of this chapter details all known dimensions, stars, planets and moons. The information here should be enough for a long time but there's still an entire section on creating your own dimensions and all they can contain later. Known dimensions and universes

The Travel corridor While more a maze than a corridor this place has one huge rootlike central structure that has dimensional doors here and there. Gravity here is centered to this structure and is normal earth gravity along its entire surface. While you can travel it as you wish it is much wiser to have a plan of action as it is very easy to get lost or end up somewhere really dangerous. Some portals are invisible to the naked eye, and some are closed and require some special way of opening them. Dimensions are generally grouped together and there are usually several openings into various places of the same dimension. Even though there are many beings that can access the corridor the chance of ever meeting someone else is slim due to its incredible vastness.

Despondos Despondos is described as a dark and terrifying dimension. Unlike other dimensions it's possible to summon it by setting up a portal to it. It will then slowly start to seep into the new dimension, and if unstopped consume it entirely until it becomes a permanent part of Despondos.

The Timeless Domain of Trolla Trolla is the home of the Trollans, a race of small, hovering humanoids that all use magic. While there is a definitive ground to the dimension, a lot of things are backwards or upside down compared to the majority of other places. Rainbows are upside down, magical spells must be said backwards for example. Known dangers include monsters such as large amfibious snakes, and lizards. Trolla has a strange feature in The bottomless hole of Trolla, a hole with no end.

Eternian dimension This is where you find Eternia, Earth, the Horde empire, most of the places the game is centered around. Normal laws of nature apply unless magic has altered them.

Dimension Of Hyperspace/Hyperroom

Dimension of the evil Satga German Audio Plays.

Dimension Of Noir Ninjor's Dimension

Dimension Of Vyton MOTU Spanish Zinco (Issue:2 – February 1987)

Sixth Dimension a location where Shadow Weaver one time banished She-Ra

Skeletor's White Hole Dimension By using the council of He-Ro Skeletor was able to pull down a white hole to Eternia's surface. The hole is a dimensional gate into a strange dimension that Skeletor calls his own and it's described as evil. The dimension is a large yellow void filled with planets and chunks of various sizes and materials and plants that floats in the air. Moving and still bridges connects some of the parts and at least one portal or intradimensional tunnel exist that transport people to another part of the dimension which seem different from the rest. Here trees grow upside down and waterfalls flow upwards. It has at least one type of monster in it. FILMATION: Appears in ”Taking of Grayskull”.

Skeletor's Home Dimension (Mini-comics) This is where Skeletor comes from originally, and its inhabited by others of his kin.

Timeless Void The dimension that the Snake Men were sent to.

Anti-eternia in the Universe of Darkness (Opposite of real Eternia.)

Phantom Dimension Fimation's “The Golden Disks Of Knowledge”

Infinitia Skeletor's home dimension.

Omiros (Intra-dimensional) "Orko's Missing Magic. Land of Tik Tock and the evil wizard Zolt.

Dread Dimension MOTU UK Magazine

Dark Dimension (1)- Land of Daimar the Demon "Daimar the Demon".

Dark Dimension (2)- Realm of the Dark One "The Dark Dimension"

Prison Zone There are probably several dimensions created to contain some powerful being and keep them from escaping into other dimensions. On such example is the prison zone created by the ancients to contain Morgoth the Terrible.

Realm of Demons

Creating your own dimensions: Laws of Nature Magic Inhabitants Time Size Special: Whimsical, Sterile, Mirrored Known Galaxies This list only lists the galaxies that are important to the game. There are around 2 trillion galaxies in our dimension, and just listing them woule be a bit excessive.

CETUX GALAXY Home to the Makkinaks.

Tri-Solar Galaxy The galaxy where the New Adventures of He-Man took place.

Gluubux Galaxy A galaxy that contains the planet of Kribleen; Mosquitor's MOTU Classics bio.

Milky Way Galaxy The galaxy that contains Earth.

N24 Galaxy A galaxy that contains Jungulia; UK MOTU Magazine – Issue:67 “Secret Files Of Scrollos: Grizzlor”

Korlite Galaxy MOTU UK Adventure (Issue:2 - 1987) "The Ancient Elements" Known planets Planets are described as either free meaning they are not affiliated with any organizations, Horde meaning they belong to the Horde Empire, Horde occupied meaning the Horde Empire has a presence but have local resistance, Primus meaning it belongs to the future territory of the Primus aligned worlds, Mutant world meaning they belong to the Space Mutants. These organizations are decsribed in the People chapter. Eternia and Etheria both have their own sections since they are so much more detailed than the other places. If a planet is described as earthlike it means that almost everything is like it is on our world, climate, gravity, plant life and so on. Any discrepancies or noteworthy things will be pointed out.

(Unknown Planet) A planet within the galaxy of Eternia, where Modulok's Gate Maker once was directed.

(Unknown Planet) Prince Kevin's homeworld - She-Ra's "A Lesson in Love"

(Unknown Planet) where the Darmi took the dragons from "Disappearing

(Unknown Volcanic Planet) (Intra-dimensional) A location where Zoar is trapped. "Teela's Triumph"

AARBORIA Free Aarboria is an earthlike planet with jungles and leafy forests. Occasionally the planet is rocked by planetwide quakes. It has two stellar objects, visible during the day. Inhabited by humans, and the fauna includes horses and large, long double headed snakes of at least two types. A former Horde controlled world, Aarboria managed to drive them away and are now free. Some time has passed since but people still remember the Horde and treat them as enemies. The civilization is medieval, with royalty in control. It's the home of Prince Bar'in. Apart from modern medieval buildings they still have marble buildings from an earlier classical period. 10m long double headed pink snakes. 15 meter long double headed unsymmetrical green serpents. Can be reached within hours by spacecraft from Eternia. RPG: The stellar objects are large moons with no atmospheres. MOTU Marvel/Star Comics (Issue:11 - January 1988) "Who's Enemy Am I Anyway"

Academica Horde academic training planet.

Ality A small Earth like planet.

Alpha-3

Amazonia Home to Auburnia the Sorceress.

Amykron

Andrill Free The atmosphere of this planet eats metals. It seems slightly barren but otherwise earthlike. It's inhabited by andrillions, short humanoids, who construct powerful weapons and spacecraft. They live in simple stone and clay houses. They know of He-Man and Rio Blast. The planet is usually foggy. UK MOTU Magazine – Issue:32 “Hordak's Slime Attack”

Antar Free An largely aquatic world destroyed by a great war. The survivor's created an aquatic reserve, and princess Shezar thinks they need to find women to repopulate. Eternian women would work for his she thinks. Shezar's home planet; Editora Abril – Brazil Comics – Issue:17 “A Flora Da Eternidad”

Antares Homeworld of Prince Joel. She-Ra's "Friends Are Where You Find Them"

Anti-Eternia In the Universe of Darkness dimension.

Anti World A wandering paradise planet, that was surrounded by the remains of other planets it had destroyed on its journey. MOTU Spanish Zinco (Issue:1 – November 1986) "The End Of The World"

Argon. Home of Larg.

Argonia- Planet in "Hordak's Power Play"

Astro Jail UK MOTU Magazine – Issue:65 “Secret Files Of Scrollos: Rio-Blast”.

Barren Ice Planet

Battle Planet

Belatrab A large blue planet with five moons.

Bestous Horde Occupied A large red planet with one moon. Covered with industrial buildings.

CRELUS This yellow planet is home to Yolt the blacksmith, most thinks it is dead.

Crystalline Home planet of Crystal Sundancer and Crystal Moonbeam; Swift Wind turns into Crystal Swift Wind.

DACTIS A barren dark purple planet in the Tri-Solar system. DANZIG A barren dark blue planet. Supporters of the Galactic Council.

DARIUS-7 A planet in the Tri-Solar system. It was Helm's home planet.

Denebria Home of the Mutants; New Adventures Of He-Man, Denebria (Evil Mutants) Slush-heads home planet.

Draedus Residence of Gleedal, and conquest of Plundor. "Quest for He-man"

Dressel A forest covered planet in the Tri-Solar Galaxy.

Elexion Blastar's home planet.

Enos (of Primus) New Adventures Of He-Man "Mini-Comics". Where the Galactic Council resides. First moon of Primus.

Equinos Home of Sagitar and the Horse Lords; New Adventures Of He-Man “Running Of The Herd”

Florania Supposed home planet of the Plant People; UK MOTU Magazine – Issue:67 “Secret Files Of Scrollos: Moss Man”

Geolon Homeworld of the Rock people. "The Rock people"

Horde World (Horde Prime)

Primus (Galactic Guardians) Primus is detailed in greater detail in it's own section.

EARTH Free This is planet Earth as you're familiar with. The time of He-Man and She-Ra is in our Earth's future. (Marlena, Lubic, Toyguru, Yours Truly)

Phantos [moon? planet?] (Queen Elmora)

Omiros (Zolt, Tick-Tock)

Trannis (Plundor, Gleedal)

Eronia (Count Marzo flower farm/fortress) Small, very hazardous, dangerous animals, quicksands.

Increndria A planet of flames, that was once part of the sun, in the Korlite Glaaxy.;MOTU UK Adventure (Issue:2 - 1987) "The Ancient Elements"

Jantix I

Jantix II

Jungulia Home planet of Grizzlor; Grizzlor's MOTU Classics Bio

Kandox

Keirtus Location of the Mines of Mondor "The mines of Mondor"

Krayk - Darius' homeworld.

Kribleen Mosquitor's home planet; Mosquitor's MOTU Classics bio.

Krytis Dark planet. Horde uses it as slave base.

Land Of Monsters German Comic Book “Riders Of Morc”

Lepu A forest covered planet in the Tri-Solar Galaxy, that is inhabited by humanoid-rabbits. Home planet of Plundor The Spoiler, Spring and Captain Tipper.

Lexus An ocean covered planet that is located near Denebria, in the Tri-Solar Galaxy. The only land on the planet is small islands and reefs.

Loredos Rio-Blast's home planet; UK MOTU Magazine – Issue:65 “Secret Files Of Scrollos: Rio-Blast”

Magesta

Makkina A planet that closely resembles Horde World. It is ruled by mechanized beings and is covered in metallic junk.

Mallifar

Mandar

Mero Nazrat

Nekron Home planet of the Mytes and Gleanons; Various New Adventures Of He-Man cartoons.

Neurotica

Nightworld MOTU UK Adventure (Issue:2 - 1987) "The Ancient Elements"

Nordor (of Denebria) Galactic Mutants base of operations; New Adventures Of He-Man.

Oceanus

Omega 4 Snow Covered planet; New Adventures Of He-Man “The Children's Planet”

Petrus Gorgone's home planet. The planet died centuries ago.

Phantos Realm of Queen Elmora "She-Demon of Phantos"

Polarides The home planet of Tuskador. A poverty stricken planet.

Primeva A prehistoric planet filled with dinosaurs.

Prison Star Intergalactic Prison

Purrsia Catra's Home planet; MOUC Bios.

Realm of Evil Realm of Anghast from "Bargain With Evil"

Rebba A planet very similar to Eternia. Hordak uses a crystal to transform the whole city- buildings, people, everything- into glass!; MOTU UK Magazines (Issue:10 – July 1986) "City Of Glass"

Rintor

Robotica- Homeworld of Roboto.

Silaxia Homeworld of Huntara. "Huntara" Silax (Huntara). Planet of the greatest hunters, trappers and warriors. If you beat a silaxian they become your slave. Snaive Sy-Klone's home planet.“Secret Files Of Scrollos: Sy-Klone”

Spira Maxus destroyed it and used it's inhabitants as slaves in the Black Omega Gas Mines; New Adventures Of He-Man “The Children's Planet”

Star Of Zal-Kron Queen Zal and Bruar's home.

Teekay UK MOTU Magazine – Issue:09 “The Planet Of Plants”

Trannis Mispronunciation of Draedus. Possibly a separate planet.

Treadway

Tropica Horde Prime's holiday destination. "Horde Prime takes a holiday"

Sectoria Sweet Bee's home planet.

Unknown home world of Sweet Bee's people. Sun exploded.

Venatar Home planet of General Tataran's Goblin's; MOTU Filmation “The Arena” and “The Problem With Power”.

Xarkoran Home of Xan the Sorceress. Same dimension as Petrus.

Xion A snow-covered planet located in the outer rim of the Tri-Solar Galaxy.

Zalroc IV An ocean-covered planet, that has glaciers and continuous snow. Home planet of the race known as Keltikes.

Zambor

Zil- New Adventures Of He-Man “Tornadoes Of Zil” Has a legend of a champion, mistaken for Spin-wit.

Horde Home The original homeworld of the Horde empire is unknown but this is the current one. It's a gigantic technomagical factory with housing for the horde nobility and elite in the high parts of it's many layers. In the low levels runaway slaves eke out a meager existance scavenging to survive while above huge factories churn out weapons and everything else the gigantic war machine needs. Above that live the military rank and file and here's where they train. Gladiator arenas feature soldiers, slaves, and interesting creatures from a thousand worlds. Above them is the vast bureaucrazy that manages the empire. Those that have been there say it's all black, rust red and blood red.

Eternia Eternia is described in detail in its own chapter.

Etheria Etheria is detailed later, in it's own chapter.

Creating your own planet. Type Size Dominant civilization level Special environments Government types Moons Special places

STARS

Black Sun

DARK STAR An exploding star, which, when aligned with two of Eternias moons, would increase the power of the as it was combined from the two halves.

DARK STAR II This rogue sun was on an orbit that took it into Eternias solar system once every ten thousand years. For unknown reasons it radiates large amounts of evil energy.

Three Suns Of Primus New Adventures Of He-Man cartoon.

THE KNOWN MOONS

Moons

Alconia-Geppleonia 01

Unnamed 3rd Moon Of Primus

Prison Moon Of Primus Second moon of Primus.

Phantox One of Eternia's five moons.

Mung One of Eternia's five moons.

Droom One of Eternia's five moons.

DARK MOON (of Eternia) This moon is the land of King Barbo, and is considered a colony of Eternos. One of Eternia's five moons, it is landlocket to the planet. It is in the shadow of the planet most of the time making it very hard for plant life. Therefore they have a treaty with Bright Moon which provides them with food. FILMATION: Source canon. RPG: This colony is populated mostly with people who like to escape Eternia to fend for themselves and have greater self determination. It is part of a long time experiment where they try to terraform it.

BRIGHT MOON (of Eternia) Resident of Professor Orion and a colony of Eternos. "The Shadow of Skeletor". One of Eternia's five moons. The colony is fairly self sufficient and can make it's own treaties.

Maps (Eternos, Eternos palace, Eternia, Etheria, Castle Grayskull, Snake Mountain, The Fright Zone) CIVILIZATIONS A civilization is a group of people, its geographical reach, its culture and common history. This chapter discusses some basic concepts of a civilization and how its used in the game. Note that a comprehensive explanation of historical periods are beyond the scope of the game, and there are many generalizations in this chapter. History and archeology is a living science and new tools and discoveries may change what we understand of history.

This game has civilizations that range from unorganized family groups to highly advanced technological and magical societies. We use broad descriptive levels that makes it easy to know what a civilization is like. The first concerns technology and law, the second society and art.

Levels of technology In order to quickly get across information about the various realms, cities, planets and dimensions we use sets of levels describing technological advancement, type of government, allegiances using only a few words that are used throughout the game. This section describes what those words mean.

Levels of civilization There are eight levels of civilization which describes the average level of technological advancement. This is used together with all equipment lists to show what is available to buy or manufacture. Civilization also means advancements in the types of government known. STONE AGE A stone age civilization comprises family groups and tribes that survive on gathered plants and hunted animals. Stone and bone tool use is the first sign of civilization, as is language, paintings, carvings, and pottery. The most advanced technology of this time are bows, snares, farming and nets. Spoken languages are fairly common but very simple and regional and written language is exceedingly rare. Shelters are usually natural and people are often nomadic, moving with the weather and the main food animals. As farming, and the taming of animals become more common towards the more advanced stage of this age, year round shelter also becomes more common. The very first cities develop but rarely survive as a year or two of drought forces people to move on in order to survive. People practice rituals. Examples of this type of civilization is the Eternian tribe which Mini-comics He-Man came from and most beast-men tribes. Tribal civilizations are common across the planets of the universe and they can exist side by side with higher civilizations, like they do on ours. On Earth, the stone age begun 3,3 million years ago and ended 8000 years ago at the earliest and while the vast majority of humans have advanced beyond this stage there are still tribes that are on this level.

Eternia has had two long stone ages, one long before the great war and one after the end of the great war.

DAILY LIFE IN THE STONE AGE Gathering food is the main daily activity. The capable hunt edible animals by direct attacks with weapons such as axes and spears if neccessary. If possible they instead set traps or use bows if available. Those that are not fit enough to participate in hunts gather other food stuffs, fruits, vegetables and eggs. The elderly take care of the smallest children. When food is plentiful, time is taken to care for tools, clothes and equipment. Time together is also filled with stories, song and games. At some time of the years rituals are held near landmarks of significance, sometime man made. BRONZE AGE In the bronze age people are usually stationary. Trade develops and is usually formalized and some basic food used as the basic measurement of trade. Coins become more common over time, but are mostly used in cities or by merchants. Travel and trade between cities becomes common thanks to domesticated animals, wagons and ships. Not everyone has to work to live and societies usually develop some sort of hierarchy. While the majority of people will still be involved in providing food, there is enough demand for skilled labor and artisans. Religions starts to become more formalized. To help with organization written systems with widespread use develops. On Eternia both religions with connections to existing spiritual forces and those that are just imagination and myths exist. Mechanical constructs are the most advanced of the technologies of this age. Cranes, windmills, damworks exist, and the use of bronze, and later other metals allow for more durable constructions, more lethal weapons and more efficient protection. Most civilizations are ruled by meritocracy, dictatorship or a monarchy. An example of such a civilization is the Pelites.

Eternia has had two bronze ages, one before the Great war and one after. A lot of civilizations on Eternia is of this civilization level. HIGH CLASSICAL/IRON AGE At the height of the classical age advanced mechanical machines aid the people. Wind and waterpower is used to power elevators, trains and similar. Philosophers think up new types of government and ways to interact with the world. MEDIEVAL The medieval age saw the development of religions into very formalized structures and sometimes into rulers of countries. Land ownership is the main basis for wealth and power. Laws are usually thorough, but there's no equality in the law. Naval vessels become better and sturdier allowing for the circumnavigation of planets. Wind and water provide most of the needed power. Steel becomes the hardest known construction material and the main metal used for weapons and personal protection. This is the level of civilization of the most developed countries of Eternia and Etheria. INDUSTRIAL In the industrial age, industries provides many of the basics of a comfortable life, and monetary systems replace trade almost entirely. Energy comes from wind, water, steam, electricity and fossil fuels. As more people work less, spare time becomes the main focus of life, leading to hobbies and manufacturers to try and target other areas than just the neccessities of life. Machines become part of life, first in factories and later in people's homes. ATOMIC The atomic age, like the one on Earth now, means that nuclear power can replace most other energy forms. Advances in electronics leads to advances in all sciences and people living in such an era can lead carefree lives. Most diseases can be cured, understanding of nature is very high.

FUSION Fusion makes energy abundant and pave the way for a way of life where everything might be provided for someone living in such societies. This is where space travel takes off, where medical science can make people live forever, artificial life becomes indistinguishable from organic. The pre-war Eternians were at the high end of this level, and the main Horde Empire is currently in the Fusion age. FANTASTIC This is technology as magic. Computer systems can predict anything, running all basic functions of society and life in order for people to do what they feel like. Teleportation from world to world, knowledge of the history of the universe and beyond, dimensional travel, eternal life, regular interactions with other intelligent species, mind travel, telepathy. The only known instance of such a high technology level is Zodak and some of his equipment. RELIGION There are several different religions in the Universe. Those of Earth are not detailed here. Instead this chapter details those that are unique to this setting.

Green Goddess Serpos The Darkness Rose goddess

Avatars

NATIONS Kingdoms Democracies Meritocracy Dictatorship THE WORLD OF ETERNIA Eternia is divided into the Light and Dark hemisphere and while both get equal amounts of daytime the weather systems on the dark side results in a heavier cloud cover. The clouds mixes with ashes from the many active volcanoes and the end result is that on an average day the dark hemisphere is rather gloomy and cloudy. Several varied realms are spread over its continents, some are no more than tribal areas while others are large kingdoms. Most realms are home to a single species or group of closely related species but there are some more inclusive ones as well. Even within each realm it varies between regions. Eternia is sparsely populated, usually there's pockets of civilization with large areas of wilderness between them. Eternias landscapes are usually unique, with twisted cliffs, strange crystalline structures and such permeating the planet but a few areas are similar to what can be seen on Earth. Eternia's crust is honeycombed with caverns. FILMATION: Eternia has three continents, with two on the light side and one mostly in the dark. RPG: Eternia has six continents. North and South Helmar is on the light side and Dorom is mostly on the dark side. MOTUC: After the creation of the Five Dimensions, the Gods hid all of their magic deep within the core of a small planet in the center of the dimension of Eternia. Here, in the form of a star, it was guarded by the giant Procrustus. Over the centuries the magic slowly seeped out, blessing many wise Eternian wizards with the power to control and tap into these great magic energies. Sensing the planet Eternia was the secret location of the God’s magic, the Unnamed One bred an army of Snake Warriors to raid it, hoping to seize the magic for his revenge. Although his servant King Hssss conquered Eternia for three centuries, the Great Wars against King Grayskull and the Horde invaders eventually ended Hssss’ reptilian rule. During these Wars, He-Ro’s techno virus spread across the planet, infecting Eternia and causing it to stand out in the Universe as a planet mixed with both magic and technology. Gifted with the Wisdom of Ages, The Elders of Grayskull secretly know that the twin warriors of the Great Prophecy would one day be born on their planet. Therefore, they made a secret bargain with Trolla. In return for keeping the Power Sword of He on Eternia, one member of the Elders was to join the Cosmic Enforcers, beings tasked with maintaining neutrality throughout the Universe. The sword was then split in two and hidden, awaiting a time when worthy heirs would reclaim it, channeling it’s power and their wisdom to transform into heroic Masters of the Universe, fulfilling the prophecy to defeat the Horde Empire and restore peace to the Universe.

All realms are described in the same format as follows: Capital: This names the capital or capitals, and the type of settlement it is.Village, town, city Population describes the number of people and what species or cultures that makes up the population. Rule describes how the realms is governed and the basics of its laws and attitude of its people. Tehnological level: This describes what technology is available in the realm. A general description is followed by sections for trade, festivities, local customs, religions and so forth. Finally there's a section that describes unusual features, ruins and other things that interests adventurers. ETERNIA MAP

NATIONS OF ETERNIA

ETERNIA, KINGDOM OF Capital: Eternos (city) Population: Around 10000 live in the city proper, another 20000 in the near vicnity and a total of 100000 in the country. 85% human, 10% gar and the rest a mix of friendly species. FILMATION: The population is probably ten times larger. Rule: Kingdom with inherited titles. Laws built on trust and belief in inherit goodness of people. Harshest penalties is imprisonment, exile or forced labour. Technological level: FILMATION: Medieval, with pockets of lower and higher levels. Higher levels are rare, and in some cases just singular items. RPG:

FILMATION: The main and largest kingdom of the planet, Eternia is a bastion for good. Eternias lead in technology has allowed them to settle or help settle colonies on the planets moon, stave off most common predators and the machinations of evil conquerors. Most of the population are hard workers, fishermen, hunters, farmers, people who live of the land. Most of the country is forested with plains to the north and south. The central parts are cleared and is mostly farmland around villages. The town of Eternos is the capital and its central location makes it a hub for trade not only for the country but for the whole continent. It and its palace has grown with the expansion of the country and is the largest town on the continent in terms of population size. The palace is the grandest modern building and has been continually expanded upon since it's founding. (RPG: 200 years ago.) It's almost a small city unto itself. It houses the royal family, the royal guard, the town guard and the army, royal stables, (FILMATION/STAR COMICS: the Eternian rail station), the workshop of Man-at-Arms and (RPG: the council chamber of the elite band of heroic warriors, the Masters). RPG: The Kingdom of Eternos (and not Eternia) was built up by the ancestors of the current rulers of the country and their allies. The kingdom is relatively young and split off from its parent country during the expansionist phase of the Herion Empire. The split was amicable and relations are still good between the countries. People flocked to Eternos as the new frontier and a place for lovers of freedom and it's still a land that values freedom of the people and of individuals. Its borders are established to the north and east while the others are not contested but a lawless no- mans-land, a wild frontier. Over the course of a long campaign (or in game, a few decades) it should go from being pretty much medieval with a smattering of electronic devices to something close to what the Filmation series depict. There's a future timeline later in the book. RPG: Trade is mostly barter but coin is used when needed. Traders usually accept any modern coins and Eternos mints its own currency since 20 years back. Ancient coins are worth three times the modern coin value because of larger size and purer metals. Eternos has the largest market for ancient artifacts but harmful items and weapons are not allowed and has to be turned in to the state. A finder's fee is paid out in these cases. Man-at-Arms investigates these and in some cases puts them to use. Trade RPG: Eternos trades with all free people and good natured species. In the central parts of Eternos traders come and go as they please but near the wilder areas they travel in larger, guarded caravans. Eternos is self-sustaing in food stuffs and most metals but import some specialty goods from across the world.

Festivities RPG: Eternians in general have one holiday per month during which villages have dances, contests and the like. Once every half year is Goddess day which is spent in prayer or ceremonies in her honor. Additionally there are the following days celebrated in Eternos City: King Randor's day, Queen Marlena's day, King Miro's day. The first two are on the tail end of a five day feast with tournaments, official announcements and balls. King Miro's day is at least a day long and is where King Randor and Queen Marlena sees citizens from across the country to hear grievances, answer pleas for help and so on in person. It goes on for as long as needed.

Mythology Eternians believe the Goddess, one of several good gods.

Local customs The basis of life in Eternia is cooperation for the benefit of all. People are generally friendly towards everyone, helpful and organized. People who don't fit that description are usually avoided.

Military Eternia has several military units. Border rangers patrol the wilder areas, mounted patrols guard the more dangerous roads, and small troops patrol the entire country. Some villages have their own guards and troops but most rely on the regular units. The rangers, mounted patrols and troops are the main military force. In addition to this is the royal guards that are stationed in the capital. They consist of sveral types of units trained for different types of combat. They have normal and mounted archers, trident men, infantry, cavalry and small specialized units that use equipment supplied by Man-At-Arms. They are led by their captain, Teela.

Mini-comics: Hours between Eternia and Castle Grayskull for the fastest battle craft hat Skeletor knows of. does not include Talon Fighter

Eternia filmation map

Eternia rpg map

Eternos palace General (FILMATION) Touch controlled lamps. Mini-comics: Earth tones, fired clay bricks in walls, grey stone tiled floor. Throne room has white marbled floor, with irregularly placed columns. Purple and black carpet and one throne in gold on a raised light blue marbled dais. Some walls are white with blue drapes. The feast hall for example. The floor is laid with irregular blue flat stones and light blue mortar. (map from The Power of Point Dread) Some parts of the castle has grey stonework and red wall hangings. Kitchen: The head chef is Allen. Tower vault: This is where Melaktha stores the artefacts found during archeological digs. Library FILMATION: Energizer room. Eternium is used to power the planet. Council chamber Pavillion (overlooking courtyard) Medical operating theater Jail (FILMATION): Holds Game Master Man-at-arms workshop Teela's room Man-at-Arms room Royal bedchambers Royal mage's room Prince Adam's room Princess Adora's room Orko's room Warehouse Hangar Garden grounds with rock garden Street market Rainbow Hall (Golden Barracks Great hall Rainbow council chamber (UK world annual Training grounds Banquet hall Ball room Teleportation chamber in MAAs quarters (UK Mag Feast Hall Throne Room Rainbow tunnel Theatre Dungeons Cells Hall of Kings Library Mini-comics: Outer wall: Battle Ram parked within these walls. Inner walls Museum

Guards wear tridents, flies jet sleds, Teela is captain Filmation: Guards have spears Mini-comics: Guards have spears, technological rifles and guns. Colonies: On moons.

Robotic servants

Mini-comics: City guards have halberd and swords, and/or shields. helmets and ring mail. Gray north walls, rocky foot hills outside

Monster on the mountain filmation episode has good overview of castle.

Eternos palace RPG Miro Eternos palace rpg randor

Eternos palace rpg He-Man/FILMATION

Eternos City Population: 10000 FILMATION: Har long range sensors. Sensor house Blacksmith Smith Inn Tavern Mill Brewery Farmer's market Jeweller Caravan stables Church of the Goddess Optician Potter Leatherworker Tanner Washeries Weaver Cobbler Seamstress Baker Butcher Candlemaker Wagonmaker Wheelmaker Barrelmaker Clothesmarket

Eternos city map

AVION, KINGDOM OF Capital: Avion (township) Population: 99% avion bird-men and the rest a mix of friendly species. Total number 70000. Rule: Meritocracy. Current leader is Stratos. When he is absent Hawke takes his place. Laws built on trust and belief in inherit goodness of people. Harshest penalties is imprisonment, exile or forced labour. Technology level: Mostly medieval with some industrial. (FILMATION) Occasional atomic level of technology.

Avions borders are not exact except their border with the Andreenids. The township is clearly defined but there has never been any need for drawing borders on map since the mountains are sparsely populated and food and other necessities are in good supply. Avion is a mix of natural caves, avion made caves and external structures with the vast majority living on the surface and most of the caves used for storage or the rare emergency. The majority of people are in agriculture with plenty of hunters as well. About 10 percent of the population work with something else with an unusual amount of people involved in the technology field. Avion was lucky to come out of the Great War better than many others and to have found lots of working technology. Thanks to that they have been able to maintain and create items that put them ahead in the field.

Trade Avion is self sustaining so the little trade there is focuses on unique luxuries or technology. Most of the trade is with the Kingdom of Eternos.

Festivities Once a year they celebrate the new year with the Ceremony of Flight. Local customs

Mythology

Military

Torgs, kingdom of the Capitol Population Rule: Kingdom based on merit, strength and popularity.

Technology level: Mostly medieval with some advanced Trade Festivities Local customs Mythology

Eastfen Filmation Capitol Population Rule Technology level Trade Festivities Local customs Mythology

Repton Kingdom (Kobra Khan's homeland) Trade Festivities Local customs Mythology

Cat Men Kingdom Capitol Population Rule Trade Festivities Local customs Mythology

ANDREENOS MYP Capitol: Andreenos (City of) Population: Rule: Queendom

Andreenos is a small queendom in the Mystic Mountains, near Avion. The central city of Andreenos is the nations center and home to the majority of its poulation. Small expansions in the form of off shoot colonies have been created outside its borders, but its understood that the Queen of Andreenos is the ultimate ruler. Individuals or small groups live outside either of these.

Trade Andreenos trades with the nation of Eternia. Other nations must go through Eternian traders if they wish to do business in the nation. Festivities The one large event is the Queen's Jubilee which is held annually. Other than that ther are no national festivities. They do celebrate birthdays and honor great work in smaller ceremonies, Local customs Andreenids in general are distrustful of others and strangers caught within their borders are usually exiled. Mythology

AQUATICA (Seafloor) FILMATION Capitol: Aquatica Population Rule: A kingdom, led by the highest ranking royal family member. The title does not change with the position. At this time this is princess Rana. Trade Festivities Local customs Mythology

ARCADIA FILMATION Capitol Population Rule: Queendom and matriarchy. Laws were relatively recently overhauled, allowing men to hold high positions and be considered equals, but rule is still reserved for a woman. Trade Festivities Local customs Mythology

ATLANTIS (Seafloor) Capitol Population Rule Trade Festivities Local customs Mythology

Auriconia Capitol: Auriconia Population Rule Trade Festivities Local customs Mythology Belot realm (Subternian) Capitol Population Rule Trade Festivities Local customs Mythology

Berserker Islands Capitol Population Rule Trade Festivities Local customs Mythology

Crystal Forest Cave dwellers Capitol Population Rule Trade Festivities Local customs Mythology

CALIFIA STRIPS Capitol Population Rule Trade Festivities Local customs Mythology

CALIGAR FIEFDOM (Subternian) CLASSICS Capitol Population Rule Trade Festivities Local customs Mythology

Dyperia Filmation Capitol Population Rule: King Stefen Trade Festivities Local customs Mythology

Fantus Capitol Population Rule Trade Festivities Local customs Mythology

Fire People Capitol Population Rule Trade Festivities Local customs Mythology

Flower People Capitol Population Rule Trade Festivities Local customs Mythology

Kingdom of Snows Capitol Population Rule Trade Festivities Local customs Mythology

Kulataks Capitol Population Rule Trade Festivities Local customs Mythology

Madaka Capitol Population Rule Trade Festivities Local customs Mythology

Marais Capitol Population Rule Trade Festivities Local customs Mythology

Mintura Capitol Population Rule Trade Festivities Local customs Mythology

Outer Lands Capitol Population Rule Trade Festivities Local customs Mythology

Sallasia Capitol Population Rule Trade Festivities Local customs Mythology

Speleans Capitol Population Rule Trade Festivities Local customs Mythology Targa Capitol Population Rule Trade Festivities Local customs Mythology

Operon Capitol Population Rule Trade Festivities Local customs Mythology

Silvanos Capitol Population Rule Trade Festivities Local customs Mythology

Ilkort realm Capitol Population Rule Trade Festivities Local customs Mythology

Insect people Capitol Population Rule Trade Festivities Local customs Mythology

Darkmoon Capitol Population Rule Trade Festivities Local customs Mythology

Land of Mer Capitol Population Rule Trade Festivities Local customs Mythology Home of the goblins.

Qadians Capitol Population Rule Trade Festivities Local customs Mythology

RONDALE STRIPS Capitol Population Rule Trade Festivities Local customs Mythology

Menod Capitol Population Rule Trade Festivities Local customs Mythology

Isle of Tears Capitol Population Rule Trade Festivities Local customs Mythology

ANCIENT REALMS AVATHAR Filmation Capitol Population Rule Trade Festivities Local customs Mythology

AVIOPOLIS Capitol Population Rule Trade Festivities Local customs Mythology

Places on Eternia

It's a days travel between Eternos Palace and Snake Mountain. (FILMATION

Cities, towns, villages, settlements - what's in a name? A city is a large community with it's own local government. A town is a smaller version of the same. Cities and towns usually have walls. A village is a settlement in a rural area.

DESERTS

Aridan city desert

Burning Desert This sand desert has no accessible water.

SANDS OF TIME This vast stone and sand desert has many places of interest in it. Once a fertile land, it has been the home of many civilizations, some that survive in other regions and many that have totally disappeared. The region became a desert when a civilization of giants left the planet for their home world. Today it is one of the most dangerous places on Eternia. Evil people from across the planet gather here as bands of bandits and highwaymen. Dangerous giant animals prowl the dunes, and crumbling ruins create unseen sinkholes. Sandstorms. Worst of all are the dangerous temporal vortices that sometime appear and snatch people away and deposit them in some other time. The following places of interest lie within the desert: Temple of the Sun, Temple of Darkness, House of Shokoti, The Eye of Chaos and Giant City. FILMATION: The name comes from all the old civilizations swallowed by the desert. LADYBIRD: The name comes from the existance of time vortexes that transport things and people to the past. GERMAN AUDIO: The name probably comes from the fact that the winds in the regions might transport beings to other time periods. East of CG and Evergreen forest. Time vortex A time vortex looks like a tornado that shimmers in different colors. They move randomly across the landscape and last between 5 minutes and an hour.

WASTELANDS Within the Evergreen Forest is this large wastelands with scarcely no water, few plants and strangely still air. This is where Castle Grayskull stands. Most of the landscape is barren rock, sharp cliffs and patches of cracked stone and clay. FILMATION: Source canon.

FORESTS

EVERGREEN FOREST A vast forest which surrounds the wastelands where Castle Greyskull stands. A part of the forest is called the Widget Woods. FILMATION: Source canon.

FORGOTTEN FOREST Kept by the treeprechaun Tollamar, this is where Skytree, the planets oldest plant stands. FILMATION: Source canon.

CRYSTAL FOREST Home to the Cave Dwellers and the Tree People. FILMATION: Source canon. RPG: Named after a series of crystal structures near its southern edge.

Dark Wood

MYSTICAL FOREST Home to the guardian mushrooms and at least one species of man-eating flowers, this is considered a relatively safe area and Teela sometimes takes royal guard trainees in the early teens to learn some basic skills. The main danger of the forest is that it is relatively close to Snake mountain. FILMATION: Source canon.

NEW FOREST FILMATION: Source canon.

ENCHANTED FOREST FILMATION: Source canon.

Enchanted Forest of Norkor

Endless Forest

TANGLEWOOD FOREST FILMATION: Source canon. Far away from Eternos palace. THIS FOREST A normal Eternian forest situated between Eternos city and Drisdos city with many large cliffs. In order to facilitate travel King Randor has ordered a road be cleared. FILMATION: Source canon. RPG: Named by a mapmaker with pretty dry humor.

WIDGET WOODS Part of the Evergreen forest and home to the Widgets. FILMATION: Source canon.

FILMATION: KLAR MINI-COMICS:

JUNGLES

Banshee jungle Filmation A dense jungle where lies the Cave of Cambro. FILMATION: Source canon.

VINE JUNGLE Eternia's densest jungle. Has areas of purple soil. Man-eating plants can be found here, most commonly in swampy areas. In its center stands an enchanted tree with silver leaves. Those leaves can be used to open a portal to Etheria and back. FILMATION: Source canon. Old Vine Jungle (under the surface). RPG:

TIKAHN JUNGLE FILMATION: Source canon. The earliest ruins of Eternia, suspected to be over 100 cenuries old were found in this jungle by Melaktha. RPG:

JUNGLE Home of the Targa and Operon. FILMATION: Source canon.

MOUNTAINS AND ROCKS

Bad Mountains South of This Forest.

Claw Rock Filmation

Granamyr's Mountain

Crystal Mountain FILMATION: Source canon.

Crystal Mountain in the north Crystal Mountains FILMATION: Source canon.

DARK MOUNTAIN FILMATION: Source canon.

Darkmor Mountains

Doom Mountains

DRAGON MOUNTAIN FILMATION: Source canon.

DRAGONMOUNT aka Dragon Mountain FILMATION: Source canon.

Enchanted Mountain

HOURGLASS MOUNTAIN FILMATION: Source canon.

Ice Mountains This large area covers almost all of the north of X. Far to the north trolls guard the abode of Granamyr the Dragon. The area is mostly snow and ice covered mountains and valleys. FILMATION: Source canon.

Mountains of Doom FILMATION: Source canon.

MOUNTAINS OF JASMINE FILMATION: Source canon.

Mount Titan (highest peak in ancient Eternia)

Mount Fear FILMATION: Source canon.

Mount Eternia FILMATION: Source canon.

Mount Teller A beautiful and relatively peaceful mountain this is nevertheless home to dangerous animals such as the sabre cats and the mandacores. There's also many peaceful animals like the spined deer. Prince Adam used to go there on his own sometimes in his early teens. The safest place is the Forest glade and its nearest surroundings.

MOUNT ZELITE Part of the Crystal Mountains. FILMATION: Source canon.

MYSTIC MOUNTAINS FILMATION: Source canon. NEEDLE MOUNTAIN FILMATION: Source canon.

Rose Mountain FILMATION: Source canon.

Mount V'ranthrum

Mount Kro'na

Stone Mountain

Zagraz mountain FILMATION: Source canon.

Ice Mountain He-Man once thre Ice rock from this mountain to Castle Greyskull.

VALLEYS, GORGES AND CANYONS

Beast Valley

Blue valley FILMATION: Source canon.

CANYON FILMATION: Source canon.

Canyon of Spiders

Chronos Canyon A magic infused canyonknown for the Winds of Time, magical winds that can transport beings to the past or the future.

Cragmoor Narrows Filmation

Crimson Valley FILMATION: Source canon.

Crystal Valley

Dragon Valley

Echo Valley FILMATION: Source canon.

MISTY GORGE FILMATION: Source canon.

Valley of Echoes FILMATION: Source canon.

Valley of Polti FILMATION: Source canon.

Valley of Power FILMATION: Source canon.

Valley of the Desert FILMATION: Source canon.

Whispering Valley This valley lies in the Mystic Mountains. FILMATION: Source canon. This is where Eternias last unicorn lives. RPG:

PLAINS AND FIELDS

Artanna FILMATION: Source canon.

Fertile plains FILMATION: Source canon.

Eternian Plains

GEYSER FIELD FILMATION: Source canon.

HONEYCOMB FIELDS FILMATION: Source canon.

Plains of Perpetua FILMATION: Source canon. LADYBIRD:

PROVINCES A province is a geographic region with its own government.

PROVINCE OF BASILIA This province of Eternia is mostly barren with brown and purple rocky areas. There's just enough arable land and game to sustain a small population. People here live in stone houses constructed on the sides and top of steep hills and cliffs. They are connected mostly through tunnels in the cliffs. The size of the settlements vary with some a s large as 300 people.

CITIES Cities that are their own nations, city states, are covered under Nations earlier in this chapter.

ABRA Led by David, duke of Abra, and allied to Eternos. FILMATION: Source canon.

Arachnia City Once an island city, it sank into Subternia in ancient times as a result of Hordak reading the Spell of Separation. It is shaped like a web with X in the middle. Today it is a thriving city and home to most of the planets arachnids. The city has access to all basic conveniences and gods, and produce a few unique ones that are sought after elsewhere. Since it is one of the more easily accessed undergound settlements it sees quite a lot of trade between the surface and Subternia. Since the city is very three dimensional in it's construction, sections for foreigners are equipped with stairs and rope ladders to help non-arachnids get around.

ARIDAN An eternian desert city known for it's unique water source, the Fountain of Life. As long as it flows life in the city is possible and its people healthy. Most of the city is built out of grey stone and reddish sandstone with accents of copper. Guards orange, red and white, spears, helmets. FILMATION: Source canon. RPG: About 300 people live in the city and about the same amount live in separate buildings nearby. The city imports most of what it needs and exports some luxury goods and fruits. It takes a night to travel from Aridan to Kothos Stronghold.

Auriconia

COLMAY Colmay is a mountan city built out of brownish stone FILMATION: Source canon. RPG: The population is about 430 people.

City of Emeralds

City of the Giants

City of the Mer-People

CITY OF WISDOM A well ordered and kept city where people come to study various topics such as military tactics and magic. It is built out of purple and creme colored stone. FILMATION: Source canon. Some 130 people study at the city. RPG: The city of Wisdom is the idea of King Randor and Queen Marlena. It is designed to bring together the knowledge and most learned people of the planet in one place. Ground will be broken on the project in a ceremony after King Randor's passing. The construction of the main first building will take 5 years.

Drisdos (city) Filmation

Helios

Hidden City of Jatoria

Marais Merlantis

Slave City

Snow City

STONE CITY A well preserved ruin city also known as the City of Ancient Warriors. Built out of light blue purple stone. It is inhabited by a human warrior civilization that sleep past peaceful periods in stone form until now. FILMATION: Source canon. RPG: The population is about 800 people. It is an ally to Eternos Kingdom. Close to Castle Greyskull.

TAHRYN This large capitol city surrounded by a forest is built up by many different materials and architectural styles. Atop a cliff over the city a large castle stands. A large cavern system extends underneath the city and castle, populated by various creatures, including at least a small group of orks. But the most dangerous is the Yog, a large creature whos wakening movement is enough to cause earthquakes. It was thrown down a deep chasm by He-Man and the city is probably safe from that threat. FILMATION: Source canon. RPG: Population of about 10000.

Talok City

Wasps Rock

White City of Menod

Xarkoran

Zor

VILLAGES AND ENCAMPMENTS

ARGONIA A normal Eternian agricultural village. Known for when He-Man defeated the giant robot Cibernum there. The village has access to high tech farming equipment built by Man-at-Arms with the remains of Cibernum. The village consists of simple wooden buildings, painted in various colors. About 70 people live in the village.

ARID SPRING OASIS A well known oasis, it is sometimes used by caravans for extended rests and has at least once been used as an army camp.

CATHENAY A small village near Eternos City. The villages buildings are built out of marbled white and gray stone. FILMATION: Source canon. RPG: About 250 people live in the village and most work in the nearby quarry, supplying the sought after marble. Most basic foodstuffs must be imported.

Cat-Nik Village Home to the tribe of Cat-Niks.

CHANDOR VILLAGE [Tchan:dor] A village near Eternos City. Home to the Temple of the Gryphon. Buildings are built out of marbled light greyish stone with interior walls in warm brownish gray. A small mountain lake is just nearby. FILMATION: Source canon. About 100 people live in the village, and about twice that number live in buildings nearby. The village is self sufficient in all basic necessities, and while it is near Eternos City it recieves few visitors.

Dinorep Village

Eldor's Village

Elves-pool

Elvok

Ev-Van

Falcon Village

FANTUS TRIBE VILLAGE The main settlement of the Fantus Tribe is situated in the Vine Jungle. The villages is built by stone and clay with most in a light pinkish brown and some a more light yellowish brown. Large figurative heads adorn some of the buildings. The outer borders of the tribe's lands are surrounded by a large wall built out of sand brown exteriors, and purple and blue gray stone for the interior areas. Because of it's location, a healthy water supply is important and one of the highest tribal posts is the head of water supply. FILMATION: Source canon. RPG:The main village has about 500 inhabitants. The civilization level is late classical with some exceptions thanks to frequent contact with Eternos.

Felis Folia

Felis Qadi

INSECT PEOPLE'S VILLAGE This village lies at the foot of Rose Mountain. The village buildings are made of shiny stone, domed constructions with almost identical exteriors but different interiors. It is led by a shaman. FILMATION: Source canon. RPG: About 900 individuals make their home in the village.

Kol LOWLAND VILLAGES The lowland villages lie on the Fertile Plains. They are populated by mostly Fertile Plains Gnomes. Most buildings in the area are wood and clay with thatched roofs. Some exceptions are made in stone and usually plastered and painted. FILMATION: Source canon. RPG: These 20 villages are crucial to the kingdom's food supply. The excess produce of this region makes the settlements in the more barren areas possible. Life in these villages are peaceful with only some wild animals providing some danger. The total number of people in these villages is around 1000.

MINING ENCAMPMENT This encampment is a permanent settlement in the Sands of Time desert. It is a modern, technologically advanced building made of metal. It is usually inhabited by one or two persons, Elden and his grandson Chad. FILMATION: Source canon. RPG: This is one of the regions on Eternia where eternium might be found.

Mountainside Village

Unnamed village where He-Man defeated the Glorm This small village had simple silo like buildings with thatched roofs. It seemed to be at a technological level of high classical.

Mystic Valley Village

Nordling village

New Burrow

Pelleezeea

RUXTOWN This large colony village lies in a forested mountain valley, near the steep snowy peak of Mount Fear. The buildings are plastered wood and stone structures with peat roofs and the road leading through it has been stone laid. The village has several wells, some quite a bit outside the village proper. One in particular has really well tasting water. The village traded with other nearby settlements at a common market that were some hours away. King Randor throught the villagers superstitious. The village has several specialists, of which two are known, an optician and a cobbler. FILMATION: Source canon. RPG: Population is about 400.

Stilia

Sven-Town

Tilljorn Village

Tundaria

Vargo Village Veridas

Village in Needle Valley

Village of Bluestones

VILLAGE OF AMPEX Ampex is a large village built on a stone plateau, with most buildings combining stone and plastered wood. The plateu is a ruin from the second Eternian Iron Age, and most buildings today stand on the remnants of older buildings. The village lies on one of the most travelled roads in the country of Eternos and has a large tavern with place for caravans. Most people work the fields and keep lifestock while some service the community and its visitors. Beacuse of the frequency of traders the villagers are relatively caught up in events of the country and has access to items that are seldom available to other villages of the same size. Like most villagers across the planet, most people are self sufficient, but a few families and indivuduals have become more specialized. Any large project is done by the entire village together like building a new house, harvests and the like. Note: This village is described in more detail and can be seen as an example of what an Eternian village is like.

The Rising Stallion tavern and inn Unlike most villages, this village has one, and its a large one. A lot of the villagers visit the tavern on friday evening for dance, song and drinks. The rest of the time smaller number of locals visit for food or drinks, and it also hosts most travellers. On a normal day breakfast is served, bread, soup, gruel with water or ale. Lunch and dinner is pottage and is available from after breakfast until late evening. On tuesdays fish is part of the pottage, and on fridays it contains more meat than regularly. Extra ale, bread or meat can be had for some coin. Those with more money can have extras as can be seen on the menu. For those who wants sleep there are single rooms, double rooms, four people rooms and a shared sleeping hall.

Menu: Breakfast (some or all of what's available of bread, lard/ butter, grain gruel, meat soup and water or ale) Fine breakfast (all of the above if wanted, additionally, cheese, bacon and egg (made as you wish) and milk is added) Great breakfast (any of the above, pancakes with sugar, jam or sweet sauce, sweet rolls or cakes.) Lunch and dinner is pottage (on tuesdays with fish) with bread, water or ale Fine lunch (depending on availability any of the following is added: eggs, pot roast, with sweet or sour sauce, with herb sauce) Great lunch (as above plus game meat if available, strong sauce, and a soft cake) Ale Cider Wine Milk

Extras Travel rations, liquid preserves Dry rations Cheese Cake Cookies

The stables The stables is a large building, able to house 40 horses or similar in total. One family runs the stable and provide any service related to organic steeds. Stalls are rented by the day and the animals are provided food, water, and care. The cost is halved for anyone staying at the inn. There are also two outdoor areas, one that is used to allow grazing animals to graze and move around, and one that holds animals and provides water for shorter times, which is free. The stables have horses, saddles, bit and bridles, blankets, saddle bags, and can change and shoe animals. They are also knowledgable about riding animals and know how to tame them, cure normal diseases and so on.

Tanner A tanner works with skins and can make leather, furs, parchment.

Blacksmith The village blacksmith and his two children provide all types of common metalwork villagers and travellers need.

Cobbler The shoemaker is a large family and makes and repairs shoes of all kinds.

Baker The baker and his wife bakes all of the village bread. They can provide pastries and take special orders. The oven is kept warm after a mornings bread baking which allows villagers to cook their own dishes that takes a long time like beans.

Miller The miller mills all the villages grains that will become flour. They have a wind mill, a mule drawn mill and a manual mill.

Temple

Meeting hall

Village of Gaz

Village of Hy-Doe

Village of Klant

Village of Kol

Village of Maxor

Village of Orkas

VILLAGE OF PAX The central part of the village rests on a man made plateau and it and most buildings are made up of light purplish or light brown stone. Interiors are made out of blue, green and purple stone. Several structures stands outside this plateau. The surroundings are varied with mountains, cliffs, plateaus, plains and forests. Most villagers are farmers and use advanced equipment provided by Man-at- Arms. They are one of the few villages unfortunate enough to have been visited by space pirates. The village was far away from the Kingdom of Eternia that they did not recognize Prince Adam or Teela. FILMATION: Source canon. RPG: Population 1020 people. The village is now part of the Kingdom of Eternos. Near the ruins of forefather camp grounds.

Village of the Rock People

Village of Varos

VILLAGE OF ZAK This small village is surrounded by steep crystallike cliffs. The buildings are wood and stone, plastered with light brownish clay and with thatched roofs. FILMATION: Source canon. RPG: Population 250. On the other side of the planet from Eternos Palace, in the Crystal Sea.

War-Lee

TOWNS

Dark Mountain A ruin town, once home to Morgoth the Terrible.

Ettlain

Ev-Town

Frogg-Town

Jayms-Town

Sarnscepter

OCEANS, SEAS AND LAKES

Charobic Ocean A largely unexplored ocean an hour away from Eternis.

CRYSTAL SEA Mer Man's home. FILMATION: Source canon.

Dark Sea

Dead Sea Dread Seas Mini-comics: Desolate shores, part of Eternian kingdom.

Eternian ocean

Eternian Sea

LAKE OF THE LOST FILMATION: Source canon.

Sea of Rakash

Harmony Sea In this sea was Aquatica and the Coral Caverns. FILMATION: Source canon.

Ocean of Gnarl

Sea of Eternity (Up in Mystic Mountains, waters Evergreen forest and Vine jungle) FILMATION: Source canon.

ISLANDS

Anwar Gat A large island in the ocean of Gnarl, this island was once inhabited by an advanced civilization. Today, apart from the ruins of their village, it's home to the Citadel which houses the Legacy Stones.

Avatahar The island home of a long fallen empire that once ruled large areas of Eternia. Today only ruins of their capital remains.

Berserker islands A group of volcanic islands in Harmony Sea. MYP: Ruled by King Trinok.

Dragosaur Isle FILMATION: Source canon.

ICE ISLAND FILMATION: Source canon.

Selkie Island (Map?) This large forested island contains ancient ruins that are being studied by the royal historian and his son. The island has plenty of dangerous animals and monsters and their base camp is protected by technological devices that keep them at bay.

Island of Tears

ISLE OF TEARS FILMATION: Source canon. Isles of Darksmoke

MYSTERIOUS ISLAND FILMATION: Source canon.

RUINS

Ancient ruins Filmation

NOWELLA The current sorceress' home village in the Dark Mountains. Constructed out of pink stone, wood and plaster. About 30 people lived in the village before Morgoth the Terrible attacked the village with the help of aliens. The village was larger than the population required so it might have had a higher population earlier, maybe around 100 people. FILMATION: Source canon. RPG: The population abandoned Nowella after a few years of bad harvests and since then a few wild animals have made some buildings their home.

CALASH A ruin village in the Sands of Time desert. Most of the structures used a purplish stone. It was home to a colossal statue. FILMATION: Source canon. RPG: Abandoned for hundreds of years, the ruins is inhabited by some wild animals. Only a few valuables remain in places noones thought to look yet. Most structures are damaged, but almost all can be used for shelter from bad weather.

CITY OF THE ANCIENTS The city of Ancients lie in one of the Eternian jungles. It was built out of sand brown stone with most of the buildings integrated into a man made plateu. The plateu was used for storage and treasury. The deepest parts lie below the surface and is a combination of natural and man made formations. While most building surfaces are plain, some are decorated with large more or less figurative heads. It's last rulers were an evil wizard and witch. Today it is a well preserved ruin. FILMATION: Source canon. RPG: At its height the city held some 200 people.

PREHISTORIC RUINS FILMATION: Source canon.

Dark Mountain A ruin city.

PORTS

Althra port

Eternian Harbor FILMATION: Source canon.

Nicia Randorhaven

Sands End

CASTLES, CITADELS AND FORTS

Abandoned castle (FILMATION)

Amber fortress

Baron Grod´s Castle Filmation

Belot Castle

Berserker castle An preternian four towered fortress. RPG: Today it's just some collapsed stoneworks making up an unremarkable hill.

Brindle's castle Filmation

Castle Fear Filmation

Castle Grayskull Castle Greyskull and its surroundings are detailed in its own section later.

Castle Landros Filmation

Castle Silvanos

Castle Starg Filmation

Count Marzo's Castle Filmation

Doom Tower

Elder's Training Citadel

Evil-Lyn's Castle

Widget Fortress

TEMPLES

Crystal Shrine

Crystal Temple

Temple of Darkness Temple of Schneidor (MYP)

Temple of the Cat The temple of the Cat was built by the ancient Cat people who's descendants are still keeping watch over it. The reason is that the Statue of Grimalkin which houses a very powerful demon is kept there. The temple interiors are filled with magical and mechanical traps and magical guardian hounds. Melaktha and He-Man took away the statue. The temple stands in the Cat Men lands ruled by King Paw.

Temple of the Sun

Temple of Shokoti

ARENAS

The Old Arena (Circle of Doom)

Arena of Petrak

Point Dread

CAVES, CAVERNS AND MINES

Black Cave Located enar Snake Mountain, this cave was one of the entryways to the Kingdom of Atlantis.

Carminvaro caverns Distant Eternian caves which once was used to imprison King Hiss.

Cave of Cambro FILMATION: Source canon.

Cave of Doom

Cave of Elements

Cave of Karnack

Cave of Mirrors FILMATION: Source canon.

Cave of Phifor

CAVE OF THE TORGS FILMATION: Source canon.

Cavern of Horrors

Cavern of Power Cavern of the Defiled Ones

Cavern of the Petrified Trees

Caverns of Centauri FILMATION: Source canon.

Caverns of Fear

Caverns of Perpetua FILMATION: Source canon.

Caverns of Rakash Ancient caverns that no longer exist. Nowadays the name Rakash is known for the Sea of the same name.

Caves of Tundaria

Caves of Viev

Caves of the Singing Crystal

CAVES OF THE WIND FILMATION: Source canon.

Chamber of Darkness Filmation

Coral Caverns FILMATION: Source canon.

CRYSTAL CAVE FILMATION: Source canon.

Crystal Caves FILMATION: Source canon.

Dream-caves

Eternian Jewel Mine FILMATION: Source canon.

Eye of Zahrkain

GOLD CHAMBER OF THE ANCIENTS FILMATION: Source canon.

ORACLE'S CAVE FILMATION: Source canon.

PRISON MINES FILMATION: Source canon. Subternia This is the name used for all of the subterranian parts of Eternia. It encompasses several large nations, and the remains of others, large cave systems and some unique features.

TUNDRA CAVERNS FILMATION: Source canon.

UNDERGROUND CAVERNS FILMATION: Source canon.

VOLCANO CAVE FILMATION: Source canon.

SWAMPS

Blue swamp FILMATION: Source canon.

Boiling swamp

Slime Swamp

SWAMPS OF ENCHANTMENT FILMATION: Source canon.

Tar Swamp FILMATION: Source canon.

OTHER GEOGRAPHICAL FEATURES

ABYSS Filmation

CLAW ROCK FILMATION: Source canon.

Corridors of Lithos

Cragmoor Narrows

Dam of the Ancients FILMATION: Source canon.

Darklands Filmation An underground jungle.

Darkmoor

Dark Obelisk Filmation

Death Channel Death Corals

Demon Zone FILMATION: Source canon.

Devil's Falls

Dragon Tower

Dunes of Doom

Eastern Dark Lands

Eternian Towers

Eternian Dam FILMATION: Source canon.

Eternian Highlands

FOUNTAIN OF LIFE FILMATION: Source canon.

HEALING TREE FILMATION: Source canon.

OBELISK MINI-COMICS:

POINT DREAD MINI-COMICS:

REGION OF FLAME FILMATION: Source canon.

REGION OF STARDICA FILMATION: Source canon.

Weather Station FILMATION: Source canon.

Well of Forgetfulness FILMATION: Source canon.

Animal sanctuary Filmation

Darklands

Stardica

Anwar Gat Zak

Tauren

Targa

Shandor

Moragor

Morainia

Malarkha

Abherron

Station Sata

Eternian weather station

The three towers

Snake Mountain Snake mountain is part of a large area of peaks made up of rock and crystals, and it's main feature is a huge snake carved out of stone that can be used to expell excess lava. The mountain itself is a mixture of natural and man made caves, (FILMATION) so large that not all of it can be guarded at the same time. Apart from being Skeletor's base, it's also home to various other evil beings, monsters, and naturally occuring animals. Throne room 1 Throne room 2 Throne room 3 Trapdoor, command table, communications crystal, invisible chairs Transport ray reaches out across the Universe Optical sensors alarm (visible) Eternium sensor worldwide Rainbow quartz cavern (close to...) Launching pad: The main staging area for Skeletor's army's flying vehicles, the floor and some of the walls have been replaced with metal sheets. Artilleray: Energy disabling cannon.

Map of Snake Mountain

Mini-comics He-Man's tribes home jungle Next to jungle are the craggy cliffs and quake torn valleys.

Craggy cliffs/Quake torn valleys

Valley home of Mini-comics He-Man Miles from Castle Greyskull. The region of Ice FIMLATION: Where the royal family goes skiing.

VOLCANOES

Aston volcano

Dark Volcano

MOUNT KRONA FILMATION: Source canon. Near Eternos palace and fertile plains. CASTLE GRAYSKULL

Castle Greyskull is one of the most important places of the Masters of the Universe world. It holds the secrets of the Universe and someone with those secrets can become the Master of the Universe. As such it is always in danger of evil forces looking to gain entrance.

FILMATION: MYP: RPG: The castle is a magical building with a mind of its own. It's not really intelligent, but rather aware and reacts by instinct. It can grow and shrink, and change location, and inside rooms can move around and items within them can appear and disappear. While the characters may visit the castle fairly often during a campaign make sure to play up the mystery and uncertainty and have things change between or during each visit. The origin of the castle is left open, a perennial mystery if you like. It's your game and if you decide it to have nothing to to with some secret to the Universe it doesn't. It could just be a red herring. There might not even be a secret. Classics: Long Ago, in ages past at the end of the Great Wars the Cosmic Warrior He-Ro joined forces with King Grayskull. Their combined might became a beacon of hope, bringing together the greatest warriors from across Preternia. Together, this band of warriors bacme the first Masters of the Universe, fighting against the Horde and Snake Men invaders. Heroically sacrificing himself to save King Grayskull's life, He-Ro passed his magical sword to the King, ensuring only those with great strength, courage, wisdom, and compassion would wield the sword of He. To safeguard the sword's power source and protect the Kingdom, King Grayskull ordered a great fortress erected. With the help of the giants, this mighty fortress was constructed first from a single enchanted stone, which was sculpted into a giant Power Skull. Later, towers and walls were erected around the Skull Stone and the fortress was protected by the magic of the Elders. After the King's death, his fortress would remain, fading from memory into legend, but always protecting the hidden power of the Universe and the secrets of Eternia from evil. Mini-comics:

Rooms The rooms and other areas of the castle are described below. Behind the name of the room are the canon names so you know in which canons they are known to exist.

Forge of Power This is where the swords of Power and Honor were forged (and can be reforged), and where even corodite items like He-Man's armour can be forged in order to give it special abilities.

Techno throne room This throne room is one of three throne rooms and is usually situated above the upper dungeon. The throne itself is a metal construct from which you can control some of the technology in the castle. The throne itself can rotate to offer the one sitting in it a good view as well as change the height and shape of the back. One of the functions of the throne is to open a trap door in the middle of the room. Another is to shoot a beam of jolting energy that can render even He-Man unconscious. A third is to active and direct an army of armors that can pick up weapons and attack, as long as the one operating the throne wields the Power sword. Along the walls are several computer panels of unknown origins and usage except some that are clearly used for outer surveillance. There's also an empty technological suit left over from an earlier civilization.

Sorceress throne room After the decision to house a guardian in castle grayskull, this has been their throne room. Usually the throne room is the last room after the chamber of pillars and the entry chamber when He-Man and the guardians friends and allies comes to visit. Chamber of pillars

Room of Mirrors

Weapons chamber

Map room chasm

Open courtyard

Closed courtyard

Entry hall

Monster dungeon

Treasury

Guardian bed chamber

Guardian dinner hall

Guardian kitchen

Guardian hot bathroom

Inner well

Point Dread This tower's top floor is called Point Dread and houses a computer station that is used to prepare and control the Talon Fighter. Point Dread, like the castle itself, is not always in the same spot. Sometimes it's away on its own and then that tower looks different.

Chamber of Secrets

Hall of Wisdom

Castle Grayskullman resting place This is where Caste Grayskullman stands when not in use.

The smithy

Torture chamber

Hall of He-Man

Travel Corridor Chamber

Guardian study Grand library

Small library

Alchemical

The hall of the secrets of castle grayskull and destruction

Jawbridge

Crystal chamber of the Orb of Power

Throne/Trophy room

Mirror of Time

Mini-comics: Room of forbidden weapons.

The colosseum

Secret chamber of King Grayskull

Illusionary areas

Eyehole chambers

The Great Eye of the Galaxy

The Marble throne room

Window of Spirits This magical window allows for two way communication with others across Eternia (at least). Someone versed in magic can focus such communication for the sake of convenience, such as Skeletor's throne room table crystal dome which is the only place in Snake Mountain where he allows it to reach.

Window of Knowledge

Space Portal This portal teleports people and beings.

The Abyss

Sphere of Size

Known portals: Snake Mountain, Etheria, various places on Eternia.

Items available to the guardian sorceress: Crystal of Amalah

Map of CG RPG Map of CG MOTUC/FILMATION

THE WORLD OF ETHERIA There are three main canons for the world, making it a relatively simpler place to describe. Mini-comics: FILMATION Netflix: RPG: Etheria was for a long time trapped in another dimension but is now in the same universe as Eternia. MOTUC: Beautiful Planet of Despondos. After the Overlords of Trolla harnessed the aura of the Gods, they used this "Power of the Universe" to become immortal and vowed to maintain neutrality in all Five Dimensions. Sensing how dark the Dimension of Desponso was, they used the Power to create a being of formless light and sent him to Despondos to bring hope to those trapped there. It settled on the Planet Etheria, turning the small planet into a lush paradise, standing out in an otherwise dark dimension. Protected by magic, Etheria remained a home for free beings until Hordak discovered it during his banishment. Overthrowing the local monarchs, he declared Etheria his new homeworld and ruled for years as it's tyrannical dictator.

Map of Etheria

Crystal Castle (Map?)

Caves of Fire

Green Thatch

Devlin

Sea Worthy

Gale Breath

Elberon

Small Oak

Octopus Harbour

North land

Castle Brightmoon (Map?)

Blackmoore Castle

Bluestone palace

Kingdom of Darkedge

Unnamed Kingdom of king Dupli

Mysticor

Greenvale Beast Island

Dark Mountains

Freezing Mountains

Valley of the Lost

Dark Forest

Skydancer Mountain

The Fright Zone Mini-comics: Most sinsiter place in all of time and space.

Whispering Woods

Talon Mountain

Spikeheart PRIMUS

Guardian sea

Titus (island)

Levitan

Mida Continent

Opal

Serus

Terra Continent Artifacts An artifact in this sense is an extremely powerful, and most often a unique, magic item. Artifacts are extremely rare and no more than one should show up in an adventure. They are best used sparingly, and as quest items, and to be used once in order to solve a problem. Solving that problem should also mean the end of the artifact, or the emptying of its power. They should not be used as a common resource for the player characters. If one ends up in their hands as a permanent item, there's a section on how to solve that problem after the descriptions. The one exception to this is of course any artifact created as part of character creation. While they might be unique, they won't be extremely powerful and warrant extreme measures.

Staff of Avion (FILMATION) The staff of Avion is a golden staff of unknown origin. It is named after its current location with the bird-men of Avion where it's used once a year to start a festival with magical fireworks. It can also be used to see weak points in crystal. If used for evil it will explode within approximately one hour, and the explosion is powerful enough to destroy half of Eternia.

Emerald staff of Avion (Mini-comics)

Diamond of Disappearance This magical diamond is one of several (last, or lost?) that when seen by living beings will make them disappear into a timeless dimension. The higher the life form or the more powerful the longer it takes, but it's just a matter of seconds. A ray will shoot out, and energy will engulf the victim. The last one is believed to be destroyed by He-Man. The diamond was usually kept within a box.

Starseed A yellow crystal ball with glimmering insides, this is one of the most powerful items in the Universe. It is a remnant of the Big Bang, the event that created this Universe and as Eternia is at its center, the Starseed used to be there. It gives the user the power to do almost everything like move mountains and make people disappear forever. The seed has a dark side and any mortal that holds it will be tempted by its power to do evil things. It's current whereabouts is unknown since Zodak took custody of it after He-Man took it out of its resting place.

Shaping Staff This magical staff can transform any living matter into something else and project images through the center of its ring shaped top. If damaged the spells it projects will backfire on the wielder. The staff was well known but thought lost until found in a cave near the Crystal Sea by Evil-Lyn. It was broken by He-Man.

Grimalkin This statue of a cat was used to imprison a powerful cat demon. If it is released it can only be imprisoned again if the power of the storm is used. (Specifically it must be windy, cloudy, rainy and lightning must strike.) The demon was accidentally released once and then returned to the statue by He-Man.

Crystal of Amalah This crystal allows the Sorceress to remain in her true form outside of Castle Grayskull and to still use her powers. FILMATION: As above. RPG: The crystal was created by an early sorceress in order to extend her range of operations during a troubled period of time.

Crystal of Caverns Allows a being with psionic powers to amplify them. Mini-comics: Destroyed.

The Power Sword This sword, split sometime long ago, when combined has several powers. FILMATION: Classics: RPG: Mini-Comics: Can animate and command inanimate objects, open jawbridge of Castle Grayskull.

Thunder Punch Harness Mini-comics: A gift of energy and spirit for He-Man from the Sorceress.

SPECIAL ORGANIZATIONS AND GROUPS OF PEOPLE This section describes all the various groups of people that are centered around ideals and goals rather than geography. Each group is unique so there are no standard form that describes them.

The elders

The ancients The ancients are generally understood to be the people living on Eternia before the Great War.

The first ones

COUNCIL OF ELDERS This was a council of highly regarded people of various species in the time before the Great War. Members were voted in by the world's government and served as councillors to the government and to important institutions. Most all of them were highly intelligent, wise, experienced and personable but there were exceptions at some times. Even alien species were on the seat as there was no prejudice present. They were the ones responsible for using the Eternity bomb that ended the Great War and their civilization. The spirit of grayskull is the combined minds of the last council.

ETERNIAN COUNCIL This council gathers the leaders of the so called free lands, those countries that together face the threat of Skeletor. At the current time that includes Eternos, Avion, the Andreenids, the Ice Kingdom and the moon colonies. The hope is that through diplomacy this will increase to include all free nations. MYP:

The armies of the alliance against Skeletor THE MASTERS OF THE UNIVERSE The Masters of the Universe are a group of individuals who are superb at what they do and several have really unique abilities or equipment (Specialties). The group has no one leader and they assemble under the leadership of whomever called the group together at the time. Usually this is done in reply to a threat to the free peoples of the planet. Occasionally they will do proactive work and then they are usually called by Man-at-Arms or Teela. Most of the Masters work for Eternos in their downtime, helping the guard and army, patrolling the country while some are rulers of other countries and usually at home. The group in its various incarnations has helped stop Skeletor, the Snake Men and the Evil Horde among many other threats. The Masters are He-Man, Man-at-Arms, Teela, Stratos, Ram Man, Man-e-Faces, Syklone, Buzz- Off, Moss-Man, Roboto, Fisto, Stonedar, Rokkon, Mekanek, Clamp Champ, Snout Spout, Extendar and Fearless Photog. A Master earns no pay but is always wecome to live in the palace and enjoy its services. Sort of members include King Randor, Queen Marlena, Orko, the royal wizard, Battle Cat, Gwildor, Sir Laser-Lot, The Mighty Spector and Sorceress. Mini-comics: Originally the title of Masters of the Universe was bestowed upon He-Man, Teela and Man-at-Arms by the Spirit of Grayskull after they defended the castle from Skeletor. RPG: The Masters of the Universe are simply called The Masters, while Masters of the Universe refers to those that understand and gain the Power of Grayskull. Campaign use: The player characters could work for or become members of the Masters. This would be a good setup that makes the motivation of the characters easy, for why they go on adventures and takes on missions.

The armies of the Kindom of Eternia

SKELETOR'S CIRCLE OF EVIL Skeletor usually keeps his own council but like the Masters he sometimes gathers other evil-doers together to get their feedback, and gain access to expertise that he lacks. The circle works out of Snake Mountain. Skeletor, Evil-Lyn, Beast Man and Trap Jaw can usually be found there and can be considered the core members. In Skeletor's stead Evil-Lyn is second in command and Jitsu third. The Circle of Evil has had the following as members: Evil-Lyn, Mer Man, Beast Man, Triklops, Scareglow, Trap Jaw, Kobra Khan, Two Bad, Draego Man, Spikor, Stinkor, Jitsu, Ninjor, Clawful, Whiplash, Webstor, Faker, Blade and Saurod. Mini-comics: Called The Lords of Destruction.

Skeletor's armies armies consists of Hover robots, orks, beast-men, humans,

HORDAKS HORDE COMMAND The Horde Etherian Invasion Force generals and their close associates under the leadership of Hordak makes up this group. While ultimately they answer to Horde Prime the members are loyal to Hordak primarily. The group was stranded on Etheria in Despondos during most of their time. They had their base on the outskirts of the Fright Zone, a swamp with loose dimensional borders with Fearonus. Hordak, Mantenna, Modulok, Multibot, Leech, Grizzlor, Scorpia, Octavia, Catra, Shadow Weaver, Horde Prime, Mosquitor, Cy-Chop, Callix. Netflix She-Ra: RPG: The people named as members are all high ranking officers, usually generals, each with a clear agenda and support staff and troops. Hordak usually let them have free reign to carry out his general commands while he concentrates on what interests him.

THE EVIL HORDE An evil empire of spacefaring invaders, the Evil Horde lives to conquer in the name of their leader, Horde Prime. The reason for conquest is to further his reach, expand his wealth and his power. If there'sore to it than that it's not known. MOTUC: In the heavily populated outer systems of the Eternian Dimension, the Democratic Alliance was set up to enforce the trade routes and keep the peace. All of this changed the day Seferus Kur came to power and founded the Horde Empire. Calling himself the Horde Lord, he and his sons used technology and newly discovered magic to unnaturally extend the lives of those they commanded. Ruling the galaxy through terror and fear for many centuries, Seferus’ sons used black spells to assassinate their father, and the eldest son Anillis claimed Hordeworld’s throne for himself. To secure his rule, the newly dubbed Horde Prime sent his scheming younger brother roar away on a foolish crusade of revenge. Eventually, the Earth/Eternian Twin Warriors invaded Horde World and in a climactic battle, ended the Horde Empire’s rule using the Power of Grayskull.

THE SNAKE MEN The snake men were genetically engineered by the Unnamed One and some of them were chosen to lead their peers. Those are King Hiss and his close associates. Their goal was the domination of Eternia. First created in the very distant past they were magically locked away until freed in modern times. Members: Squeeeze, Rattlor, King Hiss, Tung Lashor, Snake Face, Lady Slither. MOTUC: A hybrid of three cold-blooded alien races, the Snake Men were spliced together and bred by the Unnamed One to serve as loyal foot soldiers in his ever-growing army. Several battalions of Snake Men were assigned to the Viper Lord King Hssss and traveled with him to Eternia to plunder its hidden magic for their formless master. Unprepared for an attack by invading Horde armies, the Snake Army was driven into hibernation and eventually, trapped in the Void by the warrior Zodak. Five millennia later, Hssss and his reptile army escaped their imprisonment and once again took up the fight to claim Eternia. Snake Men fight loyally in the armies King Hiss-- against the heroic Masters of the Universe.

THE GREAT REBELLION The Great Rebellion was an organization of Etherian rulers, other exceptional individuals and lots of civilian volunters who fought the Horde Empire invasion. Mini-comics: Netflix: RPG: (Future) After the victory over the Horde Empire it was renamed the Great Alliance. The goal they set for themselves was to bring Etheria back out of Despondos. Working together with the Heroic Warriors of Eternia they hope to succeed. Members: She-Ra, Frosta, Glimmer, Bow, Sea Hawk, Flutterina, Netossa, Castaspella, Madame Razz, Broom, Mermista, Peekablue, Queen Angella and Sweet Bee.

THE FIGHTING FOE MEN An ancient group of vehicular pirates the Fighting Foe Men were engineers that found different ancient pre-war vehicles which they used in their crimes. Members: Dawg-O-Tor, Shield Maiden Sherrilyn and Dittztroyer. RPG: Brough forth in time, they joined the Evil Horde. MOTUC: After the Great Wars ended and Eternia was left without a king, a group of renegade pirates as the Fighting Foe Men took over the Valley of Gnarl and all the surrounding territories. Spreading fear throughout the land, they built great machines like the Roton and Talon Fighter to terrorize the populace. Challenged and eventually defeated by a champion of the north, the Fighting Foe men were cast into a glacier and magically frozen for over five thousand years. Eventually, they were discovered by Hordak who returned to Eternia and set them free in return for serving in his army during the Second Ultimate Battleground.

Space Mutants The space mutants was a band of evil mutants gathered under Flogg. Members: Skeletor, Karatti, Optikk.

Darksmoke Dragons PEOPLE OF THE UNIVERSE This section describes many of the characters that have appeared in various media over the years. Some characters are described in great detail while others have only their game statistics presented. For more information on those that lack detail, please refere to the X by Dark Horse, he-man.org's database or their media. Good characters have their name in blue, evil characters in red and neutral characters in grey. The list is alphabetical with the names in their most commonly used form, with or without a title, so for example Queen Angella is found under Q instead of A, while Captain Sea Hawk is found under S instead of C. HE-MAN

Location: Eternia, mainly within the Kingdom of Eternia. Description: He-Man is the most powerful man in the universe. He is a strong and well trained combatant that tries to do good where he can and battles evil wherever it is. While He-Man has a normal level of intelligence, he is a quick study and has great memory. He learns from his mistakes, and gladly takes advice from those that are better than him at some things. He is kind hearted, friendly, has a great pathos and a high level of empathy. He feels most at home in nature and loves the company of his close friends. He is romantically attracted to Teela. Early Mini-Comics: He-Man came from a primitive tribe and set out from his jungle home in order to protect Castle Grayskull and the planet from the forces of evil. He discovered the Goddess being attacked by a beast, and with his bare hands stopped it from attacking her further. As a reward and claiming he was a prophezised legendary warrior, the Goddess gave him items and equipment from centuries before the Great Wars. This includes a harness that projects a forcefield that protects him, and a harness that give him strength enough to punch through rock. A shield, boots, belt, arm bands and axe completes He-Mans basic equipment. He sometimes also carries a knife in his boot. He uses the Battle Ram, Wind Raider or Battle Cat to get about. He lives in a stone house in a valley some miles from Castle Greyskull. His adventures centers on stopping Skeletor, mainly from gaining the power of Greyskull. He will eventually be the true king of Castle Greyskull. Mini-Comics: He-man uses Falcon to send messages to the Goddess. As Adam one of his hobbies is uncovering mysteries of the ancient ruins of the planet. He is joined in this interest by Fisto. FILMATION: He-Man is a more powerful version of Prince Adam, the son of Queen Marlena and King Randor and operates out of Eternos palace. Him being He-Man is a secret to most people and he essentially fakes incompetence and cowardice as Adam. Adam transforms into the He-Man form and look by raising the Sword of Power up high and uttering ”By the power of Grayskull...I have the Power!” In the middle of that sentence lightning will strike him and he will change his form. Adam is mentored by Man-at-Arms and gets many of his missions from the Sorceress. He-Man believes in non violence and in not killing anyone and will try to solve any problem with his mind and words. He is known by most people in Eternia and it's nearby regions. Most of He-Mans life is spent as Adam but there are many times during his life where some threat to him, the Kingdom, the world, the Sorceress and his friends requires him to take action. During his lifetime he is the main obstacle for any evil that would try to do harm to the planet and its inhabitants. He-Man is able to break the fourth wall and directly acknowledge the presence of the viewer. MYP: He-man is 16. MOTUC: A direct descendent of the legendary King Grayskull, Prince Adam of Eternia was chosen to protect his ancestor’s Power Sword from evil. At first he used a techno vest with a built-in force field to fight evil, but Adam has since learned to combine both halves of the Power Sword, using it to channel the energy of the Elders and become He-Man, the most powerful man in the universe! He guards the safety of all Eternia along side the heroic Masters of the Universe. To adapt to new enemies and situations, Adam has learned to tap further into the great power which his sword unlocks. The combined Power of the Universe and the Knowledge of the Elders is used by Adam to imagine and create new forms of armor and weapons to combat evil. His BATTLE ARMOR was created to protect He-Man during his early battles with Skeletor and his evil warriors. Using the Power of Grayskull, He-Man The Most Powerful Man In The Universe is now shielded by his mighty BATTLE ARMOR. Using the combined power of the Central Tower with the newly created Cosmic Key. The Sorceress disguised He-Man and sent him back to Preternia - A time where his ancestor, King Grayskull fought for freedom against the Horde invaders and Snake Men from the Nameless Dimension. Quickly allying himself with Grayskull and the wizard- warrior, He-Ro. He-Man aided them in many battles. Even turning the tide of the first Ultimate Battleground. During this battle he learned the secret to defeating the Snake Men and with this knowledge returned to his own time to finally stop King Hssss once and for all. Disguised in a cloak and mask, He-Man cannot reveal his true identity to his own ancestor! After his trip to Preternia, He-Man returned to his own time period with the hidden knowledge of the Snakemen's one true weakness. Together, with the new Sorceress and his twin sister, Adora, He- Man and the Renegade Masters of the Universe planned a final strike against all who opposed freedom. The heroes forged an uneasy alliance with Skeletor and his Evil Warriors, and clashed against the Snakemen and Horde warriors on the fields of Central Tower during the Second Ultimate Battleground. Powered by the Orb of Grayskull, Flying Fists He-Man repelled his serpentine villains with his fist-flinging power! When Skeletor banished Randor to Despondos, he used Faker to convince the royal court that He- Man was not only a Gar, but also responsible for the King's "death." This ruse turned the people of Eternia against He-Man and the Masters soon became renegades in their own land. Driving to the underground caves of Tundoria, the Masters reformed as an elite attack squad. They returned to the surface and found not only Skeletor ruling Eternia, but King Hssss and a newly returned Hordak also challenging for control. To enhance his strength for these new battles ahead, He-Man used the Powers of Grayskull to energize his weapons, giving them a new Thunder Punch to combat evil! When the Snake Men returned to Eternia from their banishment in the Void, Adam used the Power of Grayskull to create upgraded armor more adapted to combat his new reptilian enemy. Equipped with a venom-proof shield and a cordite snake pincher. Adam is now fully protected in his Snake Armor, ready to fight off King Hssss and his army of snake warriors! Eventually, Adam was forced to used his armor to battle against his former friend and mentor Duncan who had been hideously transformed by the Serpent's Ring into a Snake Man. Refusing to kill Duncan, Adam's Snake Armor was destroyed by Snake Man-At-Arms' newly invented neutralizer blaster which could disrupt the Power of Grayskull itself! Following the Second Ultimate Battleground, a victorious Skeletor abandoned Eternia after learning of the might of the Horde Empire. Eager to stop his old nemesis, He-Man quickly joined forces with the Galactic Protectors who had arrived through a Laser Gate to seek his aid. Combining his power with that of the Starship Eternia, Adam forsook his alternate identity, becoming He-Man permanently. With the triple strength of the Power of the Universe, the Elder’s Wisdom to tap into hidden magic and now the Energy of Starship Eternia, the Most Powerful Man in the Universe is ready to travel through space to capture Skeletor and bring him to justice! After his sister defeated Horde prime, the threat of Adam’s old enemy Skeletor once more called He-man to one final battle. In an epic duel on the Jaw Bridge of the great Temple of Power on Trolla, He-man at last defeated Skeletor in single combat. Recovering the Vortex Key, He-man could now return to his home world. There he found his queen mother keeping the throne and mourning the passing of King Randor. Taking his rightful place as his father’s heir, Adam became King He-man ruling over all Eternia with his wisdom and strength. He married Teela and together with their son Dare took over his father’s legacy as the new He-ro, defender of Eternia and the wielder of the Sword of Power. In the midst of their final battle with Horde Prime, He-Man and Skeletor simultaneously grabbed the Vortex Key transporting them to Trolla. Finding himself on a world turned upside down, He- Man allied himself with the remaining Defenders of Trolla while Skeletor took command of the Unnamed One's Revenge Squad, which was responsible for decimating much of the planet. Eventually, He-Man and Skeletor met on the Jaw Bridge of the great Temple of Power. Though both were enhanced by the Star Tree's power and the Aura of the Gods, it was He-Man who became the ultimate victor, using the Sword of He to separate Keldor from Demo-Man, seemingly ending the threat of Skeletor forever. RPG: He-Man is Adam, the son of King Randor and Queen Marlena, and was abducted along with his twin sister Adora at age 7 by minions of Hordak. However he was saved by tribal warriors before the Horde could bring the young He-Man to Hordak. Suffering from amnesia he did not know where he came from and was unable to return. He-Man became part of the tribe and after reaching adulthood at age 16 and having regained glimpses of his past, set off to try and find his home again. He encountered the Goddess and gained the pre Great War gear he is famous for and befriended Battle Cat shortly thereafter. Upon finally reaching Eternos he was reunited with his family and his memories restored. He now uses Adam as a disguise to get some down time but spends most of his time as He-Man, travelling the lands, making friends and battling evil. His close friends and family knows his identity. He believes in using combat as a last resort and will actively try to not kill sentient beings. Campaign use: In the timeline for the game He-Man has been active about a decade, and will be active for another before starting to wind down. See the Timelines chapter for exact details. For the characters as long as they don't work out of Eternos city he will start as sort of a modern legend and if you are running a longer campaign, about halfway through he should become a peer and perhaps near the end an equal. If you don't want him to overshadow the characters but still have him in the game either depower him to acceptable levels, or have him close to retirement at the start. He-Man can be a role model, a quest giver or a distant rumour depending on what you want.

Strength: 21, MC: Enough to open Castle Greyskulls jawbridge, more that Teela, MAA, Fisto and Yellow warrior together Agility: 11, F: 16, M: 18 Quickness: 13, F: 20, M: 16 Intelligence: 10, F: 14 Looks: 16 Endurance: 21 Unique items: Mini-comics: Techno harness of Strength The harness gives He-Man an effective Strength score of 250. It also absorbs falls from at least 10 meters. Techno harness of Protection The harness gives He-Man increased protection in the form of a power field. F: No special powers. Bracers of strength The bracers gives He-Man an effective Strength score of 250. Sword of power FILMATION: The sword is what gives Adam the ability to change into He-Man. The sword can deflect magical bolts, withstand the force of meteor impact. Classics: The sword is the Sword of He and enables a chosen guardian to call upon its power to gain various benefits. In Adams case the ability to become He-Man. Axe Shield FILMATION, MYP: Unique abilities: The Power The Power infuses Adam with an unknown power granted by Grayskull that transform him into He- Man. In He-Man form his Strength and Endurance are Endless, but they adapt to the situation, giving He-Man just enough to do what he needs to do. The power also enables some magical connection between He-Man and objects that he touches, enabling him for example to lift an entire mountain without it breaking apart, or the ground beneath to give way. This part of the power cannot be used consciously by He-Man. (In play, the game master, determines what happens and not.) The normal power level of his Strength is just about enough to crush diamonds. Apart from these increased physical attributes, He-Man also becomes very hard to harm, enabling him to punch through heavy materials without breaking bones. This part is semiconscious and is influenced in part by He-Man's mood. If he feels secure, the level of protection is low. This means that he can be knocked unconscious or even killed if caught unawares. If He-man notices his power isn't enough at the moment he can telepathically ask the Sorceress for more. Other specific feats he can accomplish is turning himself into a human tornado to deflect flying vechicles and set them down gently. He can also store and release lightning, but this will usually knock him off his feet. He can whirl his sword fast enough to create winds. He can throw items of about 2 tons weight many miles, taking more than 60 seconds before they land. Wrist gun: this wrist gun is usually hidden in the cuff of Prince Adam's shirt. It shoots rays of fire. Unique disabilities: Dependent on Power sword, secret identity Skills: Melee Hand to hand Ground Vehicles Airborne vehicles Riding Etiquette Throwing weapons History Knowledge Magic Known relatives: Tribe (mini-comics) King Randor (father), Queen Marlena Glenn (mother), Adora (She-Ra, sister), King Miro (paternal grandfather), Prince Keldor (Skeletor, paternal uncle), King Grayskull (distant ancestor MYP), King Stefen. Future relatives: Teela (wife), He-Ro (son), Dare (son). TEELA Location: Eternos palace, Eternia Description: Teela is a young woman, well trained in combat and wilderness skills. Mini-comics: 20 years old. Possesses the spirits of ancestral champions. Is a warrior-goddess. Is named a master of the universe by the spirit of castle grayskull. Named a guardian by the spirit of Castle Grayskull. A clone of the goddess made by Skeletor. Can be reabsorbed by the Goddess. Named after her mother. Can enter Castle Grayskull because she is a clone of the Goddess. MOTUC: The adoptive daughter of Duncan, the current Man-At-Arms, Teela grew up in the palace of King Randor. Trained from an early age in the ways of battle, at 18 she became Captain of the Guard, leading Randor’s troops and acting as a defacto member of the Masters of the Universe. She has yet to become aware of her true heritage as the magically cloned daughter, and heir to, the Sorceress of Castle Grayskull. She carries the staff of Ka which was once used by the Snake Men in their epic battles against the Horde and King Grayskull during the Great Wars.Teela uses her magical staff to track her foes every move. After being wounded by King Hssss' venom, the Sorceress of Grayskull knew her time was short. She quickly arranged a mission with Teela to the Elder's training citadel in the Polar Ice Cap. Here, the Sorceress revealed Teela's true heritage, that she was secretly her magically clonded daughter and destined to become the next guardian of the Castle Grayskull and its secrets! Although in a state of disbelief, Teela knew in her heart that her mother spoke the truth, and trained with the Sorceress until the venom overtook her. Returning to Grayskull as the new guardian, Teela uses her new magic to protect the Power of Grayskull and guard the safety of all Eternians. FILMATION: Teela is the child of the Sorceress and an unknown soldier from an earlier conflict. She was adopted by Man-at-Arms because he was better equipped to care for her. She works as the captain of the guards of Eternos Palace and city, the next highest military rank in the country after the King. She is good friends with Prince Adam but believes he doesn't take his duties seriously enough. She does not know that Adam is He-Man and is somewhat enamored with the latter, although she recognizes that they both have good qualities. Teela is probably in her twenties. Canon3 MYP: Teela is 16 years old. It's intimated that her father is either Man-at-Arms or Fisto. RPG: Teela is 28 years old. He-man and Teela are a couple but with all their adventures they rarely have time for each other. When they do they prefer to relax in the wilds. Teela knows He-Man is Adam's secret identity. Marlena and Teela are close, and the royal couple considers her almost as their daughter. Man-at-Arms is her father but this has not been revealed to her yet. CDC: Teela is now the Sorceress after her mother's death. Campaign use: Teela is a good quest giver if the characters are more of a military nature or if that is the focus of the campaign. She can also be a trainer or advice giver for a fighter type character. She can be used as a damsel in distress but there are better choices. Special equipment: Teela has a sword that was made for her by Hermod the smith, as a gift from Randor and Marlena when she got the captaincy of the guard. Snakeshaped wooden staff that can shoot rays and beams of magical force (a gift from her mother, the Sorceress). Blaster pistol that was constructed by Man-at-Arms. She prefers light or no armor, relying instead on her speed and agility to keep her unharmed. Golden unicorn Mini-comics: FILMATION: Her wrist band contains a freeze ray. She carries a communicator, and a mechanical hook-and-wire. Her most common outfit was a gift from the Sorceress which belonged to her mother. It is magic and mends itself slowly over time unless it is completely destroyed. Known relatives: The Sorceress (mother, unknown at first in mini-comics, MYP, FILMATION, RPG, MOTUC), Man-at-Arms (adoptive father mini-comics), Fisto (father (MYP), uncle). Skills: Pilot: 12 Pistols: 18 Melee: 14 Tumble: Leadership Tactics Etiquette

SKELETOR Location: Snake Mountain Description: Skeletor is a villain whose main goal is to possess the secret of Castle Greyskull. Early mini-comics: The most evil being on Eternia. A demon from another dimension. Knows about the universe and other planets, times and dimensions. Hopes to marry Teela which he thinks is a beauty, and conquer the Universe together. Mini-comics: Evil and ruthless. Disgusted by goodness. As an alternative to ruling with Teela by his side, he will consider sacrificing her to summon a mighty demon that will give him the power to breach Castle Grayskull's walls. Reaching Castle Grayskull is something he might have trieds 100 times. He wants to learn Sorceress magic. Was a student and high in rank under Hordak, but betrayed and imprisoned him. FILMATION: Mean and cruel but not without a sense of humor, he loves calling his subordinates mean nicknames. Only out for himself. Has his own, evil, dimension. Has slaves (probably not human). MOTUC: Banished from the royal palace, in part due to distrust for the rare blue-skinned Gar race, Prince Keldor became an outcast. He travelled Eternia seeking knowledge and guidance, eventually discovering the ancient Spirit of Hordak. From him, Keldor learned of the dark arts and came to realize that to truly unite Eternia he would need to take command of the planet himself. He gathered an army of fellow outcasts and led them into battle against his brother, Captain Randor. Eventually defeated and near death, Keldor once again turned to Hordak who, in exchange for his own freedom, agreed to save Keldor's life by merging him with Demo-Man, twisting Keldor into Skeletor - Lord of Destruction! Realising his pupil Keldor had no intention of releasing him from Despondos, Hordak merged him with an extra-dimensional being called Demo-Man. While this saved Keldor's life, it also drove him temporarily insane and convinced him to open a portal to Despondos and lead what he thought were "his people" into Eternia. Hordak intended to use this ruse as a means to escape once the portal was opened, but the new merged being "Skeletor" was quickly defeated by Oo-Larr, the Jungle He-Man, and Hordak remained trapped. Soon after, with the help of Evil-Lyn, Skeletor gained control of the powerful spirit inside him, increasing his abilities ten-fold. He was now the true Overlord of Evil and one of the most dangerous men on Eternia! Mortally wounded in battle with his half-brother Captain Randor, Keldor turned to his dark-arts master Hordak to save his life. Hordak merged Keldor with an extra-dimensional being Demo-Man from Despondos, Keldor was forever changed into Skeletor, Overlord of Evil! He gathered together many of Eternia’s greatest outcasts and evil warriors in his quest to gain entry into Castle Grayskull and obtain what he believes is the universe’s ultimate power source. Using dark magic taught by Hordak. Skeletor occasionally creates new forms of armor and weapons to outmaneuver the Masters of the Universe. His Battle Armor was first created to help Skeletor penetrate through the Mystic Wall in order to kidnap Adora and secretly clone the Sorceress of Grayskull. The original armor was destroyed by Oo-larr after three strikes with his mighty battle ax sending Skeletor back behind the Wall. Skeletor reformed the armor 20 years later in a effort to combat a similar battle suit now worn by He-Man. Although lacking the mystic qualities of the original, his new armor was stronger and more powerful. Skeletor, Evil Lord of Destruction is now protected by his magic Battle Armor. As the ruler of Eternia following Randor's banishment, Skeletor created a new magical armor infused with an Eternian Dragon, giving him the power to paralyze his enemies at first glance. His rule was cut short, however, when Skeletor's former master Hordak returned from Despondos with the help of Evil-Lyn. Hordak not only overthrew Skeletor, but drove the Snake Men into hibernation. Forced into a war on multiple fronts, Skeletor continued to lead his Evil Warriors into battle, often having to fight side-by-side with his former enemies - the now renegade Masters of the Universe. Perched on his master's armor, the Evil Dragon "pet" of Skeletor stops his enemies cold with his paralyzing jet spray of venom. In preparation for the Second Ultimate Battleground, Skeletor commissioned a new armor upgrade from his chief weapons master, Spikor. Arming himself with Terror Claws, Skeletor leapt into battle against the Snake Men, Horde Army and the Masters of the Universe. In single combat he slew Gygor, Lord of the Vine Jungle, and eventually fought and mortally wounded his former master. Finishing Hordak off with a magical spell which drained his essence, Skeletor learned of the might of the Horde Empire, and quickly turned his ambitions to the stars. After the battle, Skeletor left Eternia behind in favor of a grander prize - as ruler of the entire Universe! Wounded by Hordak’s final buzz saw attack at the end of the Second Ultimate Battleground, the victorious Skeletor mended his body with a techno virus from Preternia. Having learned of the might of the Horde Empire, he abandoned Eternia in search of a grander prize - the entire Universe! Finding a Laser Gate at the far end of his own galaxy, he passed through it to the Tri-Solar System just above the planet Denebria. It was here he recruited the Horde’s Mutant Army in a plan to lead them in mutiny against the Empire. But Skeletor was followed by He-man, She-ra and many of the Master of the Universe who had themselves allied with the Galactic Protectors. Skeletor now fights a new intergalactic battle; to rule the universe and to destroy He-man once and for all! After taking command of the Unnamed One's Revenge Squad, Skeletor led his all new group of Evil Warriors against the Trollans' defensive stronghold. Breaking into the Temple of Power using Horde Prime's Vortex key, Skeletor absorbed ultimate power from the Star Tree, gaining his Laser Light abilities. Preparing to flee, Skeletor was confronted by his old enemy He-Man on the Jaw Bridge Gate. In their climactic final duel, Skeletor was defeated when He-Man used the Power of Grayskull to separate Keldor from the demon that kept him alive. With a clear mind and in what he thought was his dying breath, Keldor gave his nephew the Vortex Key, asking him to protect Eternia as the true ruler and heir to the throne. (Although lacking any skin, Skeletor’s bony exterior has left him open to oral decay and poor dental hygiene. When his wails of pain become to much, his servants Grizzlor and Beastman have been known to call upon the only known expert in Eternia who can help — Mo-Larr the Eternian Dentist! Quick to forget, Skeletor often loses track of his appointments, distracted by his massage chair and Eternian periodical collection.) RPG: Skeletor is part of a race of demonic beings that mostly share his light blue skin and skeletal head. He is ambitious, intelligent and evil and likes to take a personal part in his schemes which all have one goal. To find the secret of Castle Grayskull and become the sole master of the universe. Skeletor will use whatever means to reach his goal, but he prefers to do it without killing as he wants to rule the universe and he wants as many subjects as possible to lord over. Skeletor was forced into a magic melding of prince Keldor when Keldor was dying from an acid that ate through his face and into his skull. This had the effect of merging Keldors and Skeletors personalities and memories and also making Skeletor's body be only half-demonic and more susceptible to damage. Skeletors body now does not heal or gain nourishment in normal ways and it needs to be sustained through other means. This eventually neccessitates him getting cybernetic implants and other types of replacement parts as functions are lost. Skeletor has a good grasp of both magic and technology as well as a decent knowledge of the multiverse. He uses this to his advantage in his schemes. His biggest weaknesses is lack of patience, and inability to accurately determine the strengths of those that oppose him, believing himself superior to everyone else. Skeletor is intelligent and very resourceful. He has built alliances, gathered various forces, built dangerous machines, taken slaves, all in preparation to rule the planet. His plans have multiple stages, some involving only himself, some involving the others in his circle of evil, and some that will take all of his armies. Campaign use: Skeletor can be used in several different ways. He is one of the most well known of the characters from the franchise and as such he is better used as a recurring or main villain. Depending on the tone of the campaign he is probably best served by being used fairly seldom, especially if heroes manage to thwart his plots, so as to still give a sense of dread when they meet the settings best known villain. If you want to have the tone of the FILMATION cartoon, then meeting and stopping him frequently is desireable. One idea for a tough adventure would have the characters try to find a means of separating Keldor and Skeletor. Keldor is perhaps able to be turned back to good?

Strength: 125 Agility: 40, F: 80 (Agile) Quickness: 50 Intelligence: 80 Looks: 0 Endurance: Endless Unique abilities: No need to breathe, no need to eat, no need to sleep, darkvision, no vulnerable areas, evil, heat resistance (Mini-comics) Unique disabilities: Unable to heal normally Equipment This lists Skeletor's commonly used personal possessions. For what he has access to, see the Equipment chapter and the section on Snake Mountain. Havoc Staff, demonic armour, magic axe Energy blade This magical sword, similar in looks as the sword of power, can cast certain spells. Known spells include enlarging insects, commanding insects, rays which controls people, draining moisture, ray of heat (enough to melt stone), Lightning sword (Mini-comics) Mystic chains (holds at least 3 people, and drains their power) Panthor Dragon: Eager, can spray hypno-mist. Skills: Melee (same as Teela in Mini-comics) Hand to hand Alchemy Magic: Skeletor is considered a powerful sorcerer. Among the things he can do is: Shoot stun rays from his hand, create magical copies of people, make inanimate objects and plants come to life, boost the strength of creatures (which also increases their size), conjure forth magical creatures, conjure up explosive flying spheres, create mystic paste, create space portals, grab people with magical force claws, teleport, control man-eating plants, control dead creatures given life, sense mystical emanations, give dead beings life (this does not restore their bodies in any way), summon rock monsters, Psionic: Skeletor also has psionic powers (Mini-comics) which include telekinesis, psionic force rays and negating magical protection, Riding Airborne vehicles History Lore Etiquette Languages Mechanics (Almost at maa Electronics (Almost as maa

HORDAK Location Description Mini-comic: She-Ra: MOTUC: Second born heir to the Horde Empire, Hec-Tor Kur arrived on the planet Eternia while battling the cosmic warrior He-Ro. Taking the name Hordak, he raised an army and challenged the Snake Men for rule over the planet. And although he defeated King Hssss, Grayskull, leader of the free people of Eternia succeeded in banishing him to the dimension of Despondos. It was there that centuries later Hordak contacted a young alchemist named Keldor and began teaching him the ways of the dark arts in exchange for freedom from his extra-dimensional prison. While trapped in the dark dimension of Despondos, Hordak discovered the power to project his spirit back to Eternia. In this form, he made contact with the banished Prince Keldor. Through dark magic and manipulation, Hordak was able to entice Keldor to forsake his birthright and become an Overlord of Evil. He taught Keldor the ways of black magic and eventually, in return for Keldor's promise to release him from Despondos, saved Keldor's life by merging him with a powerful demon. In his Spirit form, Hordak projects his essence to Eternia, turning Keldor to the side of evil. After millennia of wandering through Despondos, Horde scouts located a small magical planet deep in the centre of this terrible dimension. Hordak led his troops there, overthrowing the local monarchs and claiming it as a new Horde home world. Exposed to the planet’s natural magic, Hordak’s blood rose to the surface, giving him a bluish skin hue. After his stepdaughter’s betrayal, he began to loose control of the planet and eventually gave it up completely when Shadow Weaver discovered a Laser Gate portal back to Eternia. Once there, Hordak and his army quickly overthrew Skeletor’s royal forces and took control. From his new Fright Zone mountain fortress Hordak continued his obsession for magical secrets, hoping to use them to achieve his ultimate goal; returning to Horde World to claim the entire Empire for himself! After being released from exile in Despondos by Evil-Lyn, Hordak returned to Eternia with his ageless army to once again claim its hidden magical properties for his own. Finding his former pupil Skeletor on the throne following the apparent "death" of King Randor, Hordak upgraded his armor with a Hurricane Blaster which he used to challenge the Lord of Destruction and drive the Snake Men back into hibernation. After ripping through the walls of Snake Mountain, Hurricane Hordak casts off his battle shield and advances on Skeletor whirling his thunderball mace! After King Miro and Randor returned from exile in Despondos, the Three Towers returned to the surface signaling the time when the Second Ultimate Battleground would commence. To prepare for this battle, Hordak invaded Central Tower in an attempt to steal the secret of Time Travel. But without the Cosmic Key to channel the Tower's energy, Hordak's body was mutated, creating a Buzz Saw Blaster which could lash out at any enemy from his chest. During their final battle, Skeletor magically drained Hordak's essence revealing the secrets and might of the Horde empire. But in Hordak's last breath, while he appeared surrounded and defenseless, Hordak's buzz saw blasts were unleashed, striking out at Skeletor in a final cataclysmic blow! If not for a nearby Bionotops, Skeletor would have indeed perished and Hordak's revenge complete. RPG: Hordak Ravz was one of the most ambitious of the Horde Marshalls and still is. With his generals he launched an invasion of Etheria and through magic, they, and the planet was sent into the dimension of Despondos. After the initial invasion was beat back they set up base in the Fright Zone to regroup. Campaign use: Unless the Horde is really the focus if your campaign Hordak or Hordak Primes goal are basically the same. As a villain Hordak is more for using military force to achieve his goals rather than trying a clever ploy. However, since his military force is limited he is not beyond it. Hordak does not care about respect other than respect for him, and he does not care about sparing opponents lives. Like Skeletor and King Hiss he should probably be used sparingly so that he doesn't become a joke by being defeated to much.

Strength Agility Quickness Intelligence Looks Endurance Powers: Create portals, grow (2-10x normal size), laser beams from finger tips, magical 1 person cage,

KING HISS Location Description: King of the Snake Men of Serpos, Hiss is a ruthless leader with no love for other species. Hiss has the ability to transform into any normal type of humanoid in order to conceal his true form which is that of a many-headed giant snake. Mini-comics: MYP: MOTUC: Hssss of he Viper House. A servant of the Unnamed One, Hssss was chosen to lead an army of Snake Men to the planet of Eternia to plunder its magical secrets. He ruled Eternia for three centuries until a rebellion formed under D’vann Grayskull. Soon afterwards, the Horde invaded and Hssss was drawn into a three-way war. All three sides agreed to a temporary truce in order to construct the Three Towers, but Hssss was betrayed by Hordak and in time was banished to the Void by the Elders and Zodak. For five thousand years he and his army waited until Evil-Lyn and a Snake Men descendant named Kobra Kahn opened the Snake Pit to free them. King Hssss often tricks foes by appearing heroic but then transforms into a seething mass of serpents and leads the Snake Men into battle! Beheaded by Zodak during the battle against Serpos, King Hssss slowly regenerated thanks to the darkness of his dungeon cell. Regrouping at Serpos' destroyed temple deep in Subternia, Hssss lead the Snake Men to the surface to find Skeletor and a newly returned Hordak warring for the throne of Eternia. Sent into hibernation by Hordak's magic, Hssss' army waited and multiplied. Returning at last, the leader of the Snake Men brought his army to the Second Ultimate Battleground to determine once and for all rule of Eternia. But unknown to him, He-Man had journeyed into the past and learned the Snake Men's only secret weakness. With this knowledge the Masters were able to defeat the Snake King and his army. Orko cast the Spell of Separation which split apart the mixed mutated DNA that held the reptilian ruler and his Snake Men together! RPG: Strength Agility Quickness Intelligence Looks Endurance THE UNNAMED ONE Location Description: A trollan warlord with a lust for power. MOTUC: Source canon. Gorpo. Formerly an Overlord of the Timeless Dimension, this great wizard betrayed his brethren when he attempted to steal the Power of the Universe for himself. The Aura of the Gods was infused into the Sword of He for protection and Gorpo was stripped of his form and banished to the Nameless Dimension. Here he became known as the Unnamed One, spoken of only in whispers and myth. During his exile he discovered a method of combining the DNA of several reptilian species. He used this knowledge to create an army of cold-blooded warriors which he commanded to raid magical planets in an attempt to consolidate power for his revenge. His evil schemes were at last undone after Dare, the new He-Ro, confronted him in single combat, slaying the ancient mage with the very power he once attempted to steal. Strength Agility Quickness Intelligence Looks Endurance

ZODAC Location Description: Zodak is a cosmic enforcerer. Not to be confused with Zodak. Toy: Zodak is an evil cosmic enforcerer. Mini-comic: FILMATION: MYP: MOTUC: Once a member of Eternia's Council of Elders, Zodac chose to retain his human form and left Eternia after Grayskull's demise. Finding peace among the stars, Zodac was recruited by the Overlords of Trolla to become a Cosmic Enforcer, beings tasked with maintaining neutrality throughout the universe. Although he no longer calls Eternia home, the constant struggle over the Power Sword has often called him back to his native planet to maintain the eternal balance between good and evil. RPG: Campaign use: Another terrific quest giver. Equipment: Thought projector (in chest armour) Teleporter (in chest armour) Item teleporter Strength Agility Quickness Intelligence Looks Endurance Specialties: Telekinesis KING RANDOR Location: Eternos palace, Eternia Description: King Randor is a middle aged human that rules the Kingdom of Eternia from Eternos palace, alongside his queen, Marlena. Randor is generally hands on and still is in good shape. Mini-comics: Hair is usually white, but has been pink for a time. FILMATION: King Randor is the ruler of Eternia, although that doesn't mean the entire planet in this case but rather a very large portion of it, and noone contests his title or claim. Appreciates quiet times. Gets winter vacation and usually goes skiing. MOTUC: King Miro’s scond born son, Randor came of age during the Great Unrest, a time when conflict returned to Eternia following the Count Marzo Uprisings and the subsequent betrayal by his half brother Keldor. After the disappearance of his father, Randor was appointed captain of the guard and lead Miro’s troops in battle against Keldor’s growing rebellion. Randor eventually ended the battles by fatally wounding Keldor and locking his evil warriors behind the mystic wall. For this act he was appointed King by the Council of Elders. King Randor raises his staff exulting his rule over Eternia! Shortly after his father was thrown into Despondos by Count Marzo, Randor's older brother was banished from the Royal Palace, leaving Eternia without a king. Randor continued to act as Captain of the Guard, leading the royal armies against their enemies, including Keldor, who had returned from exile with an army of outcasts and escaped convits. Finally besting Keldor, ir single combat, Randor mortally wounded his half brother and ordered a mystic wall erected to keep him and his warriors magically bound to the Dark Hemisphere. For ending the Great Unrest, the Council of Elders agreed to set aside Eternian laws of kingship and gave Randor the crown, despite not being the first born. King Randor heroically raises his staff, declaring his rulle ofver all Eternia. RPG: King Randor is the ruler of the Kingdom of Eternia named by his grandfather who founded it with the intention that one day the planet would be united as one kingdom. He is starting to feel the effects of age but he is still very active. He has seen the continued expansion of the country, the growth of the capital and the coming of He-Man. His palace has gone from a walled fortress to a castle of stone, and he has become somewhat of a champion for uniting Eternias many realms against Skeletor. King Randor is 50. Canon3 Strength Agility: 50+ Quickness Intelligence Looks Endurance Skills: Etiquette Hand to hand Melee Dodge COUNT MARZO Location Description Canon1 Canon2 MOTUC: Marzo Kalif. A fifth degree wizard raised by evil mystics in the Dunes of Doom, Marzo spent most of his early life learning the many advantages of magic over technology. Seeing the suffering of warriors in the Dark Hemisphere, Marzo became convinced that Eternia would be better off with him as its leader. He staged a series of strategic uprisings across the planet and challenged King Miro for his crown. Unable to defeat the King's army, Marzo used his magical amulet to banish Miro to another dimension. In their father's absence, Miro's royal sons heroically joined together and defeated the wizard, trapping him in the form of a powerless, old man. Strength Agility Quickness Intelligence Looks Endurance

QUEEN ANGELLA Location Description Canon1 Canon2 MOTUC: Angella the Third, Queen Regent of Bright Moon. Angella was the regent queen of one of Etheria's largest kingdoms. After Hordak invaded her planet, Bright Moon was overthrown and Angela and all her subjects were declared slaves of the Horde Empire. Believing in her heart that all people have the right to be free, Angella was the first monarch to openly fight back against the oppression of the Horde. Forming the Great Rebellion with other key leaders, she brought her people to the safety of the Whispering Woods, just outside of Hordak’s evil influence. There they regrouped an formed an attack squad to wage war and once again free Etheria and all of it’s people. After Hordak abandoned Etheria, Angella stayed behind to help rebuild her kingdom and the beauty of the planet. Beautiful and helpful, Angella is lovely and very intuitive- she can sense when danger is near an has the ability to fly like an angel. Strength Agility Quickness Intelligence Looks Endurance QUEEN MARLENA Location: Eternos Palace, Eternia Description: Queen Marlena is King Randor's wife, and she's the mother of He-Man and She-Ra. Canon1 FILMATION: Queen Marlena crashlanded on Eternia after her starship's engines were hit by a meteor shower. During her recuperation at Eternos palace she got to know King Randor and chose to stay, eventually marrying him, becoming queen. She hasn't forgotten her skills, and is a capable leader on her own. Queen Marlena probably know her son is He-Man. She likes when things are happening and when it's too quiet she misses her adventuring days. MOTUC: Before she was Queen of Eternia, Marlena Glenn was a heroic explorer and space captain from planet Earth. Along with her courageous crew, she traveled the stars in search of new sources of fuel for her homeworld. A crack shot with almost any laser rifle, she prefers a Higuchi 114 model for its speed and accuracy. On many adventures she learned to rely not only on her strength and courage, but her intellect as well. After completing her assignment with Project Photog, Marlena volunteered to pilot an experimental warp ship through a black hole. Arriving in the center of her dimension, she became the first Earthling to make contact with the magical planet of Eternia. Late in life, she used the power of the Cosmic Key to return to her homeworld, discovering a great secret that linked the two planets she called home! An explorer from planet Earth, Marlena traveled with two companions in an experimental warp ship through a dimensional rift. Crash landing on Eternia, Marlena was the ship's only survivor, rescued from certain death by a young Captain Randor. Falling in love with him, Marlena chose to remain on Eternia as Randor's wife and eventually serve as Queen after the end of the Great Unrest. Although her children do not suspect it, she is well aware of both Adam and Adora's dual identities and is proud of her warrior twins. Often assigned diplomatic duties, Marlena has been trained by Duncan and Clamp Champ and has led Randor's armies into battle in times of need. Queen Marlena helps rule the free people of Eternia with her wisdom and strength. RPG: Queen Marlena is originally from Earth and was part of a science vessel carrying her, Evil- Lyn, Beast Man and Triklops to Eternia through a wormhole in space. She is the only one with full memory of her past, although she doesn't know what happened to her crew. Her real name is Marlena Glenn. She has military training from Earth as well as training in the martial arts of Eternia. Her ship, the Rainbow Explorer, is housed on the Eternos palace grounds, being worked on by Man-at-arms and Marlena with hopes of restoring it to full function. Strength Agility Quickness Intelligence: 14 Looks: 16 Endurance Skills: Etiquette Airborne vehicle: 20 Space vehicle: 20 Mounted weapons: 20 Pistols Guns Melee SHE-RA Location: Etheria Description: She-Ra is the most powerful woman in the universe. She-Ra: Mini-comics: Netflix: MOTUC: When Adora and her twin brother Adam were born, the Sorceress recognized they were the twins prophesied to wield the Power of Grayskull. She therefore magically cloned the Sword of He, enhancing it with the Stone of Protection so that each twin could have a key to unlock the Power. But Hordak also learned of the twins and arranged for for his Eternian pupil Skeletor to abduct the infants. Man-At-Arms prevented Adam from being taken but Adora was stolen away to the planet of Etheria deep in the Dimension of Despondos. There she was raised by Hordak until the day her brother returned, handing her her sword which she held aloft to become She-Ra the most powerful woman in the universe. Channeling the combined Power of the Universe and the Wisdom of the Elders of Eternia, Adora transforms into She-Ra, the most powerful woman in the Universe. Her strength comes not from brute force but from sheer will and her cunning magical powers and healing abilities. She also has the power to communicate telepathically with animals. As both She-Ra and Adora, she helped lead the Great Rebellion of Etheria against the Horde invaders. Later, when Hordak found an escape to Eternia, she followed him along with several of her friends and allies. Once there, the joined forces with the now renegade Masters of the Universe, who without King Randor, had becomes outcasts in their own land, fighting against Hordak's new tyranny! After crossing over from Etheria to Eternia with the help of Light Hope, She-Ra joined forces with her brother and the Masters of the Universe, who were caught in a four-way war with the Snake Men, Skeletor, and Hordak. She used her cloned sword to harmonize with and channel the Power of Grayskull to form new arms and armor in the midst of battle. Her Bubble Power Armor greatly enhances She-Ra's stamina and allows her to funnel great fumes of energy at her foes. She remained on Eternia to fight off evil until both she and He-Man were called to the stars to fulfill their destiny, traveling to the Tri-Solar System to end the oppression of the Horde Empire. After years of fighting the Space Mutants and Horde Empire, the Protectors drew a truce with Skeletor to stop Horde Prime once and for all. After He-Man and Skeletor were blasted by Prime’s vortex beam, She-Ra was left alone against his might. Calling upon the Honor of Grayskull, She-Ra sapped magiks from Prime’s armor, ending the spell that prolonged his and all Horde members extended lifespans. In an exception to her policy to protect life, Adora smote Prime’s body against his own thorne, forever ending the threat of the Horde empire! But in doing so, Prime’s evil soul lashed out at her, binding itself to her armor. Overwhelmed by darkness, She-Ra once again became Despara, the evil warrior-queen persona she originally created under Shadow Weaver’s spells. Unleashed again, Despara resurrected Skeletor and helped bring about the Fall of Eternia! Canon3 Strength Agility Quickness Intelligence Looks Endurance Skills: Melee Special equipment: Sword of Honor GLIMMER Location Description She-Ra: Mini-comics: Netflix: MOTUC: With the power to light the way, Glimmer uses her abilities against the darkness with her staff and headdress which glow in the dark. This brash, impulsive ever-cheery, young lady is one of the deposed princesses of Etheria, a fact she never lets anyone forget. Her recklessness often causes problems, but she is a fun, young woman who can laugh through the direst of circumstances and pass on her good cheer to her comrades. She followed She-Ra along with several other members of The Great Rebellion to Eternia to join up with the renegade Masters of the Universe and continue the fight against The Evil Horde. After She-Ra left Eternia for the stars, Glimmer returned to Etheria taking her rightful place helping to rule over the Kingdom of Brightmoon. Strength Agility Quickness Intelligence Looks Endurance

King Ban/Vonn? Location: Torg kingdom, Eternia Description The King of the Torg commands a kingdom of humans that live in the Torg caves. He's a ruthless person that's not afraid to release destructive monsters to achieve his goals. Canon1 Canon2 RPG: King Ban is an ambitious warlord with the goal of ruling Eternia one day. His plan is to first conquer Subternia and then attacking the surface. Strength Agility Quickness Intelligence Looks Endurance Equipment: Studded wooden club EVIL-LYN Location Description: Evil-Lyn is a powerful witch, with both innate powers and knowledge of magic and spells. Canon1 MOTUC: Evellyn Morgan Powers. Raised alone by her father in the ruins of Zalesia, Evelyn left her home in a fit of teenage rebellion. Taking the name Evil-Lyn, she travelled Eternia learning from many of its great masters the ways of magic and the dark arts. While searching for new ways to increase her power, she met and fell in love with an ambitious alchemist named Keldor, and agreed to join his cause. After Keldor was transformed into Skeletor, he lost all emotional attachments to Evil-Lyn, and she began to scheme against him. In a series of miscalculations, she helped release both King Hssss and Hordak from their inter-dimensional prisons. Evil-Lyn uses her crystal ball to foresee the evil future! Cast aside by her secret husband after his transformation, Evil-Lyn sent their infant son into the future and plotted to overthrow Skeletor by releasing his enemies from their dimensional prisons. In a series of miscalculations, she helped free the Snake Men, Hordak, and Gygor, increasing her adversaries threefold! After Randor and Miro returned from Despondos, the Three Towers rose and Evil-Lyn found herself again allied with Skeletor during the Second Ultimate Battleground. At the end, defeated and stripped of her powers by the new Sorceress of Grayskull, Evil-Lyn used the Cosmic Keyy and the power of the Central Tower to return to the future to find a new life with her long lost child the son of Skeletor! RPG: Originally from Earth, Evellyn Powers was part of a science expedition to space alongside Queen Marlena, Beast Man, and Triklops. Eternias magic environment gave her the powers she has today. She has only the vaguest of memories of her past on Earth and her father, the Faceless One, has not told her of her past, knowing that she won't believe him. Strength Agility Quickness Intelligence Looks Endurance Spells: Stun ray, transforms beings to rocks, transform herself and others. BEAST MAN Location: Snake Mountain, Vine jungle Description Early mini-comics: Thinks Teela is Eternia's most beautiful woman. Dullwitted. Jumps like a great ape. Mini-comics: Not afraid to harm children. Is a Lord of Destruction. Has access to magic bonds. Has humanoid, animal and monster henchbeings. FILMATION: Banters with other henchmen of Skeletor, insults Skeletor behind his back. Commands shadow beasts, bush tails, strong enough to topple a large tree, sees Snake Mountain as home, MOTUC: Even among the ape-like beastmen of the Vine Jungle, Raqquill Rqazz was a savage brute who hunted for sport and killed his own kind. An outcast stripped of his name, he made the Berserker Islands his home for many years. While still relatively young with a pelt as blood-red as his appetite, he fought the wandering alchemist Keldor, but the two became allies when they were forced to fight their way through the honor guard of King Trinok. Out of fear, Beast Man swore allegiance to Keldor and remained both fearful and loyal to him when he became Skeletor. Over time, Beast man’s fur became orange, but his savage bloodlust never diminished. His terrible fangs and ferocious claws make him a powerful adversary for the Masters of the Universe. After being banished from his home in the Vine Jungle, the Beast Man named Raqquill Rqazz joined up with a young alchemist named Keldor during a skirmish in the Beserker Islands. Like others of his race, Rqazz has the ability to control beasts and monsters. He currently uses this particular talent as chief henchmen to Skeletor, the Overlord of Evil. Canon2 RPG: Originally from Earth, Biff Eastman was part of a science expedition to space alongside Queen Marlena, Evil-Lyn, and Triklops. Eternias magic environment transformed him into the beast man form he has today, a physical embodiment of his ugly personality. He has only a vague, twisted, memory of his past as a human from Earth. He now looks like a common Vine Jungle beast man, but he has unique powers that enabled him to rule over others of his kind. Beast man allied himself with Skeletor out of a desire for more power. He has a special dislike of Stratos and carries out raids against Avion at irregular intervals. He puts on a brave face but at heart Beast man is a coward and he will flee if he suspects defeat. Strength can topple trees Agility Quickness Intelligence Looks Endurance Abilities: Animal control. Skills: Hand to hand Whip Equipment: Whip Hand blaster that shoots energy. MER MAN Location: Crystal Sea, Eternia (sea of rakash?) Description Mer Man is the ruler of the fish men of his race/subspecies and a long time ally of Skeletor. Mini-comics: Canon1 MOTUC: Ruler of the undersea realms of Eternia, Mer-Man was forced to serve in the armies of Skeletor after his kingdom was destroyed in a battle with rival ocean clans. His allegiance with Skeletor brings him to the surface world more often then he would like. Lurking deep beneath the sea of Rakash, Mer-Man awaits the evil call to arms of Skeletor! RPG: Mer Man is almost an equal to Skeletor, certainly among the people in the sea he is just as feared. He's a conquering dictator and with his control over sea monsters most eventually falls before his advances. The main advantage he has is that there's no alliance of nations to oppose him the way surface kingdoms has rallied under King Randor in opposition to Skeletor or Snake Men. Strength (at least 100kgs) Agility Quickness Intelligence Looks Endurance Special equipment: Sword Mini-comics: The sword shoots rays of sea water that contains pellets of ice, and force blasts. Armour Trident fires rays. Specialties: Telepathic control of water animals Ocean control: Enables Mer Man to calm or enrage the sea, create tidal waves. Weakness: Mer Man, like all of his species need moisture. They can stay on land for several days, but heat and dryness will make them weak. Water will restore him to full power

MOSS MAN Location Description Canon1 Canon2 MOTUC: Kreann’ot n’norosh. Thought of for many centuries to be an urban legend, the creature called “moss Man” was in fact an ancient Eternian nature god and ally to King Grayskull. During the rise of Skeletor and the subsequent battles with the Snake Men and Horde invaders, Moss Man often joined forces with the Masters of the Universe helping to protect freedom for all forms of life. He was instrumental in helping them win the Second Ultimate Battleground using his powers over plant life and his “fur” of forest green to fool and frustrate his wicked foes! RPG: Strength Agility Quickness Intelligence Looks Endurance STRATOS Location: Avion, kingdom of, Eternia Description: Stratos is a bird-man that uses a high technological harnesk to enable him to flight. Filmation: Stratos is the King of Avion and the bird-men that live there. His sister is Delora. MOTUC: Lord of Avion, a civilization of winged simians who live high on the peaks of the Mystic Mountains. Stratos is a brave honorable warror allied with King Randor. Although all Avions have the ability to fly using the magical Emerald Staff, many, including Stratos, have augmented their armor with rocket packs and jets to increase their speed and distance. As a member of the Masters of the Universe, Stratos fights bravely against the evil forces of Skeletor. Mini-comics: Strength Agility Quickness Intelligence Looks Endurance Skills Pilot Hand rays Mini-comics: Shoots a flame that can't be put out by water. Shoots pellet beams. Rockets Wings

BUZZ-OFF Location Description Canon1 Canon2 MOTUC: Heroic King of the Andreenids, a bee-like species closely related to both the Kex insect people and the Arachna Spider-Warriors, Tzzzzt's race evolved into fierce warriors, guarding their home and their ambrosia honeycombs with stubborn dignity. Although he initially preferred to keep his people's neutrality, a sky war initiated by Skeletor gave Tzzzzt more than enough reason to ally himself with King Randor's Masters of the Universe. He often partners with Mekaneck using his wings for airborne spying missions. Strength Agility Quickness Intelligence Looks Endurance

STANDOR Location Description MOTUC: Before time began, the great Gods of the multiverse convened in the Hall of Power to create all that was and all that will ever be. Head architect of this great task was Standor. A cosmic being of unlimited imagination, Standor helped lead his fellow deities by fueling their energies with raw creative force. After creation was complete, it was Standor’s magic that cast the aura of the Gods across the universe as a wave of power, giving rise to all forms of life and intelligence. With his infinite energy, Standor reaches out into the cosmos and across the dimensional gateways to power all who would become Masters of the Universe for good or evil. Strength Agility Quickness Intelligence Looks Endurance

PROCRUSTUS Location Description Canon1 Canon2 MOTUC: After the Gods created the Five dimensions, they hid their secret magic in the form of a star inside the core of a small planet in the center of the dimension of Eternia. Naming the planet after the dimension it resided in, they assigned the immortal four-armed giant Procrustus to remain there and guard their magical secrets. Over the millennia, the magic began to seep out, and many wise magicians learned to tap into these powers for both good and evil. In time, the ruthless warlock Hordak attempted to break apart Eternia using a spell of separation in order to access the magic's source. Although his spell was thwarted, Procrustus was now forced to literally hold the planet together remaining forever at the planet's core! Strength Agility Quickness Intelligence Looks Endurance

MANTENNA Location Description Canon1 Canon2 MOTUC: Glieeb-Tolio Jak-Us. A Rebrunk Nurus from Phelibio IX, Mantenna has the frightening ability to see and hear over great distances with his highly sensitive ears and periscope screnners. He can do more than just see with those wide eyes, he can fire a variety of horrible beams from them as well including paralysis beams, stun beams and laser waves. Mantenna is also an agile scout and often goes out well ahead of his Horde companions to make sure their way is clear for meandering, pillaging and the like. Since he is no slouch in the combat area either Mantenna rarely needs assistance on his scouting missions. He uses his antenna eyes to spy on the enemy! Strength Agility Quickness Intelligence Looks Endurance GRIZZLOR Location Description Canon1 Canon2 MOTUC: Gur'rull Gu'rrooowarrrk. Originally a peaceful creature from the planet Jungulia, at the young age of 428 Gur'rull was kidnapped by the Horde Empire who erased his memories so he would serve loyally in their armies. Renamed "Grizzlor" he travelled with Hec-Tor Kur to Eternia in search of He-Ro. His ferocious attacks were so frightening that even after being banished to Despondos along with his master, Grizzlor's legend lived on becoming a myth told by young Eternian children. Prison guard for the Horde, Grizzlor is ready to unleash his fiercee claws to attack the forces of Eternia. Strength Agility Quickness Intelligence Looks Endurance

MODULOK Location Description Canon1 Canon2 MOTUC: An evil scientist from the Tri-Solar system, Galen Nycroff was incarcerated in Prison Starr for scientific crimes against the galaxy. While awaiting execution, he constructed a device which allowed him to divide his body into pieces, with each part endowed with his own evil consciousness. Slipping out of prison in a series of crates, he was delivered to Horde World where he reassembled himself finding he could now mix and match his parts in a thousand different ways. His skills were observed by Horde leaders and Nycroff became chief technician for Commander Kur, traveling with him to Eternia on their quest to vanquish He-Ro. Nycroff was banished along with the rest of the in invading Horde army to Despondos, serving his leader with his evil inventions. Strength Agility Quickness Intelligence Looks Endurance

CATRA Location Description Canon1 NETFLIX: MOTUC: C'yra of D'Riluth III. A disputed monarch from the Tri Star System, C'yra joined the Horde Empire and was given a magical mask which granted her secret powers such as the ability to transform into a panther. She traveled with Horde Commander Kur to Eternia on his mission to ensure He-Ro was destroyed. There, along with the rest of the Horde army she was caught up in the Great Wars and eventually banished to Despondos by King Grayskull. She remained with her leader throughout their banishment and was eventually promoted to Force Captain after Hordak's step- daughter betrayed the Horde to the Etherian Rebellion. Catra's jealously of She-Ra has become her greatest weakness. Strength Agility Quickness Intelligence Looks Endurance

MOSQUITOR Location Description Canon1 Canon2 MOTUC: Bliddeon Black. A Kribleen insectoid vampire from the Bluubux Galaxy, Mosquitor joined The Evil Horde on his own accord, preffering the Empire to life in a mud hole on his home world. Looking like a normal insectoid, Mosquitor moves in on his prey then stings them hard and sucks them dry. He is extremely vicious though not particularly brainy. You can't get blood from a rock, but Mosquitor has tried in his day. Mosquitor drains his enemies of their energy while his bionic stinger and chest oozes red with power. (Now?) Hordak keeps his distance from The Evil Horde vampire! Strength Agility Quickness Intelligence Looks Endurance

HE-RO Location Description Canon1 MOTUC: Given the sword of He by the Overlords of the Timeless Dimension of Trolla, Ro was told to "go forth and combat evil". During one such epic battle, he was infected with a techno- organic virus by Horde Supreme and sent through a vortex to the magic planet of Eternia. Once there, he was healed by Eldor in a mystical pool which absorbed his virus. In gratitude, He-Ro swore to help free Eternia from the Snake Men and Horde invaders. He defended the free people alongside the great King Grayskull, eventually bequeathing his sword to the King upon his heroic death. Canon3 Strength Agility Quickness Intelligence Looks Endurance LEECH Location Description Canon1 Canon2 MOTUC: K'ull'leusshhhh. A Slebetor Slug-man from deep in the Lake of Gnarl, Leech was called from the depths by a magic spell of Hordak to bolster his forces against King Grayskull and the Snake Men during the Great Wars. Mindwiped by Hordak's lead witch, Leech became a loyal member of his Horde Army, using his magically enhanced energy-draining powers to suck enemies of their strength. He later played a key role in the Horde's fight against the Great Rebellion after Hordak claimed Etheria as a new homeworld during their banishment in Despondos. When called upon in battle, Leech sucks the power from his enemies! Strength Agility Quickness Intelligence Looks Endurance

GRANAMYR Location: Darksmoke, Ice Mountains, Eternia Description: Described as the oldest and wisest of dragons Granamyr is grumpy when confronted by people from species that hasn't proven themselves to be civilized. Regardless of the merit of a person he prefers to spend his time sleeping in his fire pit. Mini-comics: He likes to test people to see if they are worthy of his attention. He is a no nonsense type of person with a very black and white sense of the world. Being good is important, and showing mercy, wisdom, respectfulness are the best ways to get on his good side. MOTUC: Granamyr is one of the oldest and wisest of the Eternian Dragons of Darksmoke, an ancient kingdom in Eternia's Dark Hemisphere. He greatly distrusts most men after the Great Wars between dragons and humans in ancient times. As one of the most powerful magic users on Eternia, he possesses such extraordinary might that even Skeletor dares not challenge him. When Man-At- Arms was turned to glass by an evil spell, Granamyr provided He-Man with healing magic, but only after Eternia's bravest warrior proved he had not only great strength but great mercy and wisdom as well. The ancient dragon Granamyr guards Eternia's magical secrets and rules all of Darksmoke. As the intimidating Lord of Darksmoke, Granamyr possessed great size, power, and wisdom long before the rise of Grayskull. When the fear-mongering wizard Nazghal had humans steal from Dragon Tower the Gem of Magoo which would enhance the strength of those who are pure in heart, Granamyr declared all humans to be enemies of Darksmoke. Three hundred years later Eldor and He-Ro defeated Nazghal and returned the Gem to Granamyr as a peace offering on behalf of King Grayskull. Granamyr accepted their gesture and later blessed He-Ro with the Gem to wield in his magic staff. Over the centuries Granamyr's green hide gradually turned red, but his disillusionment with umans persisted until the champion He-Man sough his help and became the first human in five millenia to earn Granamyr's respect. FILMATION: Granamyr is probably the oldest living animal based being on Eternia, and the second oldest living being on the planet, being slightly younger than Skytree, and he's somewhat jelous of that fact. He likes to test people to see if they are worthy of his attention. He is a no nonsense type of person with a very black and white sense of the world. Being good is important, and showing mercy, wisdom, respectfulness are the best ways to get on his good side. Prefers to spend his days sleeping and does not appreciate being disturbed. RPG: Granamyr lives in his abode, listening to the whispers on the wind which makes him knowledgeable about a lot of the goings on in the world. Campaign use: It's suggested that he shows up (or more like, gets visited once or twice) if heroes need advice or knowledge about the oldest and rarest of artefacts or magics. He never gives advice freely but rather devices a test to see if people are intelligent and good hearted. Strength Agility Quickness Intelligence Looks Endurance Skills: History Lore Spells: Banish to realm of demons, spell of transformation, teleportation, deflect lightning,

RATTLOR Location Description Canon1 Canon2 MOTUC: Slltyo of the Rattlor House. A loyal leader in King Hssss' army, Rattlor was the first of the Snake Men to escape their imprisonment in the Void. He worked with the Snake Men descendent Kobra Khan to liberate the entire serpent arm. Once freed, Hssss quickly began ta three- way war against the Masters of the Universe and Skeletor's Evil Warriors, with Rattlor leading the attack. Eventually, Khan manipulated Hssss into demoting Rattlor and he defected to the evil Horde army. Under Hordak Rattlor became better known as "The General" for his keen insight into enemy strategy. After sounding his sinister battle rattle, Rattlor lashes out at victims with his terrible quick- strike head! Strength Agility Quickness Intelligence Looks Endurance

SNAKE FACE Location Description Canon1 Canon2 MOTUC: Originally a minor training officer in the Unnamed One's Serpent Army, Cyltho Ssstavvve drew King Hsss' attention after he was enchanted with the ability to turn his enemies into stone by the Great Black Wizard. Quickly brought into Hsss' inner circle, Snake Face often acted as the Viper King's second in command during the Great Wars with Grayskull. He was trapped with the entire Snake Army in the Void for five millenia, but eventually was called forth by King Hsss to do battle once again after their release ~ this time against new enemies ~ He-Man and the Masters of the Universe. Snake Face slithers after his enemies, then turns them to stone. Strength Agility Quickness Intelligence Looks Endurance

MEGATOR Location Description Canon1 Canon2 MOTUC: Moleb the Destroyer. An Eternian giant in service to Hordak, Megator lead [sic] Hordak's troops in battle during the Great Wars. He was recruited to help bolster the Horde's ranks after Tytus and several other giants from the Mountains of Perpetua allied themselves with King Grayskull. Megator was killed during the first Ultimate Battleground, caught in the iron jaws of Central Tower when the Three Towers were enchanted to sink into Sub-ternia. His remains were discovered millennia later by King Hsss, who magically reanimated him into a mindless zombie. He served King Hsss and fought against Hordak and the Masters of the Universe in the Second Ultimate Battleground--once again dying on the battlefield. Strength Agility Quickness Intelligence Looks Endurance

KING GRAYSKULL Location Description Canon1 RPG: Taking his name from the legend of the Castle of Grayskull, Aerad Tels is an ancient ancestor of He-Man who lived in the time not long after the Great War. He was one of the first to carve out a civilization from what earlier was just barbarian hordes. Near the end of his life he found the Castle he had named himself after and was let in. He was never seen after that. MOTUC: D'Vann Grayskull. Growing up under the oppressive rule of the Snake Men, D'Vann was driven to rebel against injustice when his brother was captured and eaten. Others flocked to Grayskull's banner and his legend began to grow. Declared King for his courage, compassion, wisdom and strength, Grayskull became a great leader ruling along with his council of wise Elders. A destined guardian of the Sword of He, Grayskull magically passed his essence into the blade with his last breath - ensuring that only his heirs would now wield it and tap into the great power it harmonized with. After his death, the sword was split in two and its power transcended into a great orb inside his castle, protected by Grayskulll's devoted and loving widow. Long before Prince Adam held the Sword of Power to become He-Man, his ancestor, King Grayskull defended Eternia from evil. Heroically mastering the secret power of his sword, Grayskull fought side-by-side with the cosmic warrior He-Ro against both the evil Hordak and King Hiss. Although Grayskull eventually fell before Hordak’s magic, he was able to preserve his powers inside the sword, so that one day his descendents could reclaim the power and call upon Grayskull’s name whenever evil threatens the peace of Eternia. To this day,Grayskull’s spirit remains hidden away deep inside the castle which will forever bear his name. After his death, King Grayskull preserved his spirit inside the Sword of He. Through this act he was able to remain inside the walls of Castle Grayskull, advising his heirs and acting as guardian of the castle along with the Sorceress. It was his idea for the Elders to combine the Power of the Universe with their wisdom to tap into Eternia's hidden magic into a power orb. This orb contained a new united force made up of both raw force and the wisdom to wield magic. This power would go on to become known as "The Power of Grayskull," named for his reign and Castle. Grayskull remained a part of this power even after Adam combined it with the Star Ship Eternia becoming He- Man permanently, Grayskull, great king of Eternia, watches over his descendants and his castle in the form of an ageless spirit. Strength Agility Quickness Intelligence Looks Endurance

TYTUS Location Description Canon1 Canon2 MOTUC: Tytus the giant fought for peace alongside King Grayskull and He-Ro in the Great Wars. Originally from the mountains of Perpetua, he was forced to leave his home after his herd of dinosaurs began developing strange techno parts. He traveled across Eterniar to seek help from Grayskull’s village. There he joined the King in battle against the Snake Men and Horde. Tytus helped construct one of the Three Towers during a temporary truce with his enemies. After He-Ro’s death, he used his great strength to build King Grayskull a mighty fortress, incorporating the symbol of the Cosmic Warriors into the entrance as a tribute to his fallen comrade. Strength Agility Quickness Intelligence Looks Endurance

SIR LASER-LOT Location Description Canon1 Canon2 MOTUC: Across the continent of Preternia, the mightiest of King Grayskull's Knights was Sir Laser-Lot, a master of weapons and hand-to-hand fighting techniques. He wore an enchanted suit of armor powered by the great Gem of Tamadge which enhanced his strength and let him unleash powerful energy blasts. So legendary were his deeds that the future king He-Man sent one of his loyal Time Agents into the past to bring Sir Laser-Lot forward to his time. Here, Sir Laser-Lot became the King's new Man-At-Arms, training both the Royal Guards and the King's young son Dare in ancient battle techniques. Sir Laser-Lot uses his energy blade to fight for chivalry and justice in any time. Strength Agility Quickness Intelligence Looks Endurance

THE FACELESS ONE Location Description Canon1 MOTUC: As the ruler of Zalesia, Nikolas Powers was entrusted by King Grayskull to guard the city's great magical objects - the Havoc Staff and the mystical Ram Stone. Powers was a core member of Grayskull's Council of Elders, great mages from across Eternia who had the wisdom to tap into the planet's hidden magical secrets. But by marrying and having a daughter, he broke the Elder's treaty with King Hssss to not produce any heirs. Powers was stripped of his humanity, condemned to never leave Zalesia and forced to watch his beloved city destroyed by Serpos. Now called "The Faceless One", he asked the wizard-warrior He-Ro, to use the power of Central Tower to send his daughter, Evelyn into the future. There, with his immortality, he hoped to raise heraway from the terror of the Great Wars. RPG: The father of Evil Lyn, X was one of very few Earth humans to discover and be able to use magic. His discover led him to spend more time with that than with his family and his relationship with his daughter was never close. At the end they argued alot and Evil Lyn even once ran away from home. He did eventueally realize his mistake and managed to mend his relationship with his wife but never his daughter. When he heard that her mission had ended with the starship gone missing he used his magic to find her and ended up on Eternia in the city of Zhaleesia. However he discovered that her memory had been changed and she no longer recognizes him or remember their past. Strength Agility Quickness Intelligence Looks Endurance

FISTO Location Description Canon1 MOTUC: The older brother of Duncan, Randor's first Man-At-Arms, Malcom served under King Miro during the Great Unrest, but was wounded in battle and stricken with magical amnesia. Wandering through Eternia, he settled in the Mystic Mountains in a mining settlement unable to piece together how he lost his battalion. His life changed when the Snake Men attacked his town and he helped save the Masters of the Universe from their trap. But in doing so, Malcom shattered his right hand. In gratitude, Duncan replaced it with a robotic strong arm. Now known as Fisto, he has made up with his brother and fights as a heroic member of the Masters of the Universe, smashing evil with his giant knuckles! Canon3: The adopted brother of Man-At-Arms, Fisto works as a travelling scout in the Eternian troops using the robotic Horse named Stridor. Strength Agility Quickness Intelligence Looks Endurance Archeology Riding, land-based Melee Unarmed TRI-KLOPS Location: Snake Mountain Description: Tri-klops is a very accomplished hunter, bounty hunter and fighter who uses his special visor to give him an upper hand. Mini-comics: One of the Lords of Destruction, Gamma Vision, panoramic vision, night vision, far vision, blinding light, is promised a part of Eternia for helping Skeletor, can teleport, MOTUC: Originally an inter-dimensional bounty hunter and tracker, Scope was recruited by Skeletor during one of the final battles of the Great Unrest to bolster his weakened forces. As good with a blade as he is crafty. Scope took on the name Tri-Klops after an accident left him blind and he was forced to wear a tri-optic visor which granted him expanded tracking abilities including Gammavision, the ability to see around objects, Distavision, a form of Far Vision, Night Vision, and the ability to generate optic blasts, Tri-Klops uses his three different eyes to spy for Skeletor! RPG: Originally from Earth, Thomas Edward Scope was a scientist specialized in sensor equipment. Blinded in an accident that damaged his eyes, he opted for a cybernetic replacement of his own design instead of organical replacements. He was part of a science expedition to space alongside Queen Marlena, Beast Man, and Evil-Lyn which eventually crashed on Etarnia. The planets magic environment gave his cybernetic visor the powers they have today. Even though he has become known as a great bounty hunter his bitterness still remains and he turns people away if they become too close. He only remembers his past on Earth in the vaguest sense. Strength: Enough to knoch Ram-Man out with 1 punch (mini-comics), Agility Quickness Intelligence Looks Endurance Special equipment: Visor Gamma Vision: Sees around corners Skills Melee: Better than He-Man, Teela and Ram-Man

JITSU Location Description Canon1 Canon2 MOTUC: Chopper. An intergalactic bandit, Jitsu was broken out of Prison Starr by Keldor during the Great Unrest. In gratitude, he agreed to serve the Evil Lord of Destruction and stayed with him even after Keldor's transformation into Skeletor. As a master of several forms of martial arts, Jitsu was often on the frontline in battle against Randor and his Masters. During the Battle for Gretori Bridge, he was wounded by his archenemy Fisto and had his hand replaced with a golden robotic implant by Tri-Klops. After Skeletor left Eternia for the stars, Jitsu took over Snake Mountain, ruling it with an iron fist. As deadly as he is silent, Jitsu uses his chopping power to get his evil way! Strength Agility Quickness Intelligence Looks Endurance

CLAWFUL Location Description Canon1 Canon2 MOTUC: A member of the Karikoni, an Eternian race of crustacean warriors, "Clawful" as he was known outside of Orkas Island, became a core member of Skeletor's Evil Warriors after he saved Beast Man's life from a Seclapoid attack. Clawful's hard shell protects him from both extreme heat and cold. Under a spell cast by Evil-Lyn, Clawful's dull wits were enhanced turning him into a keen warrior and strategist. He fought alongside Skeletor, leading a battalion of Skeleton Warriors during the Second Ultimate Battle Ground. Clawful uses his dreadful claw to work his evil will! Strength Agility Quickness Intelligence Looks Endurance

WHIPLASH Location Description Canon1 Canon2 MOTUC: Torrant Krazut. Following their father's untimely death, Torrant grew up bitter under the rule of his brother Ceratus. After year's of brooding in Sub-Ternia, he struck a deal with a surface dweller named Keldor and helped lead his forces in a raid against Randor's army during the Great Unrest. Although Keldor's plan failed, Torrant was banished from Sub-Ternia for betraying his people. He was taken in by his former employer and quickly rose up through the ranks, staying with Keldor even after his transformation into Skeletor, serving as his chief brute squad enforcer. His thick hyde and stubborn intellect have made him more than a match for the Masters of the Universe, often leaving only He-Man to defeat him. Whiplash uses his thrashing tail for doom and destruction. Strength: F: Enough to smash tail through stone Agility Quickness Intelligence Looks Endurance

MAN-E-FACES Location: Eternos palace, Eternia Description: Man-E-Faces has the ability to transform himself to look like other humanoid persons. Mini-comics: Famous actor who accepts payment in gold or jewels. Did not know who Skeletor was. Can be turned into monster or robot by magical potion of Skeletors. FILMATION: Man-E-Faces is an accomplished actor who sometimes work alongside He-Man, usually on infiltration missions. Best friends with Ram Man who he calls Rammy. MOTUC: Perhaps the greatest actor on Eternia, Perkaedo, the Master of Disguise, performed before King Randor and Queen Marlena at Prince Adam's 18th birthday celebration. It was here that he drank a magic potion, created by Skeletor, that transformed him into a terrible monster with great strength loyal only to evil. With the help of He-Man and the Sorceress, Perkaedo was cured from this transformation, but the process left him forever split between not just two, but three personalities. He now uses his powers to protect justice in his greatest role, as Man-E-Faces, the man who is three warriors in one--fighting as a human, robot, or monster. RPG: Man-E-Faces is a spy for the Masters of Eternos palace with lots of undercover work as he infiltrates evil organizations. His monster form allows him to fight hand to hand at higher levels than regularly and his robot form allows him to quickly compute problems and access facts. Strength Agility Quickness Intelligence Looks Endurance Special Equipment: Energy Blaster Transformation helmet

RAM MAN Location: Royal palace Description: A powerful heroic warrior with a powerful ramming attack. Mini-comics: Met He-Man when he was on urgent mission. Can be hurt and die from ramming. Can change directions mid jump. Can jump for at least 20 meters. FILMATION: Known as Rammy to his friends, Ram-Man is short but powerful. He is very kind, optimistic, rash, fearful and not particularly smart. He is best friends with Man-E-Faces whiche he calls Manny. Can headbutt a rock from moon to Eternia. MYP: MOTUC: Growing up just outside the Vine Jungle, Krass' village was always under threat from the savage Beastmen. During a particulary brutal attack, he donned his familiy's ancient mystical armor that magically absorbs raw force. Using it to ram into his enemies and drive their attack earned Krass the nickname "Ram Man". These actions were quickly detected by Skeletor who recruited him in a scheme to ram through the Jaw Bridge of Castle Grayskull. Realizing the error of his ways after seeing Skeletor attack He-Man, Ram Man switched sides, helping to defeat the Evil Lord of Destruction and save the Castle. He soon became a core member of the Masters of the Universe, using his iron-like body as a battering ram against evil! RPG: Strength: Can overturn Attak Trak. Agility Quickness Intelligence Looks Endurance Skills: Mechanic 10

MEKANECK Location Description Canon1 Canon2 MOTUC: Injured in the Battle of Avion during the Great Unrest, Orius was brought by Duncan to Castle Grayskull where he was healed by the Sorceress. The magic spell replaced his neck with an ever-expanding mechanical construction made of microscopic nanites. By increasing or decreasing the number of nanites in his body, Orius gained the ability to grow his neck to almost unlimited length. Taking the code name Mekaneck, he served the royal household as a loyal member of the Masters of the Universe, using his amazing periscope neck to spy on the evil enemy. Strength Agility Quickness Intelligence Looks Endurance Abilities: Techno organic stretching neck

Name: Demo-Man Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

WEBSTOR Location Description FILMATION: One of the few that trades quips with Skeletor, who he calls Boney, Webstor is one of the really resourceful villains. MOTUC: One of the last remaining members of an ancient Eternian race of Spider Warriors called the Arachna, Webstor™ was awoken from hibernation beneath Snake Mountain and occasionally allies himself with Skeletor®. In ancient times, the Arachna were an advanced dominant race until driven underground by the Snake Men™. Araneus retains much of the knowledge of his people and while seemingly savage, is an expert mathematician and strategist as well as an accomplished escape artist. He often arms himself with a grappling hook Fast Pack and uses his climbing power to escape capture! RPG: Webstor is an independent agent that works not for the highest bidder but the most interesting mission. His long game is to learn the secret of Castle Grayskull but he is in no hurry. He can be used as an ally, as an enemy or as friendly competition. Strength Agility Quickness Intelligence Looks Endurance Skills: Mechanics Acrobatics Climbing

ORKO Location: Eternos palace, Eternia Description: A male Trollan, Orko is a magician that works as a royal jester at Eternos palace when not accompanying He-Man on his adventures. FILMATION: Freezes in cold weather. His magic does seldom work well on Eternia. Clumsy, messy, no common sense, knos Adam is He-man, the great sorcerer on Trolla, not mortal, has girl- friend Dree-elle. MYP: MOTUC: After the rise of the Horde Empire, evil again outweighed the forces of good in the five dimensions. So in every generation a Cosmic Warrior was recruited by the Overlords of Trolla to fight against evil. Each was given the Sword of He, a weapon infused with the Power of the Universe. They were also assigned a Trollan guide to watch over and advise them in their quests. On the planet of Eternia, after five centuries of being split in two, the Trollan Power Sword was at long last joined and bequeathed to an heir worthy of it's power - Prince Adam of the royal household. Orko, a member of the Trollan magical elite, was assigned to watch over Adam. Although he was a powerful Mage on Trolla, the hidden mystic properties of Eternia turned his magic into little more than entertaining tricks, which he uses to entertain his friends and remain undercover. RPG: Orko is somewhat whimsical and forgetful, impulsive and lacking in common sense. On top of that he's clumsy. Regardless of that he still enjoys the respect of his associates and works well as a low level confidant and mission giver. Strength Agility Quickness Intelligence: Low. Looks Endurance Ability: Innate magic Rhyme magic Levitation Can turn incoprporeal/intangible Equipment Interdimensional hat of holding

STINKOR Location Description Canon1 Canon2 MOTUC: Originally a Pelezeean thief named Odiphus, Stinkor was banished from his village after helping a great warlord named Prahvus destroy their defensive weapons. Wandering throughout Eternia, curiosity led him to Tri-Klop's lab deep within Snake Mountain. There, he caused an accident that infused his body with a horrid stench so powerful it drives away even Skeletor's Evil Warriors. After demonstrating how his stench power could be used as a weapon of warfare, Odiphus was recruited back to Snake Mountain and armed with a Power Vest Gas Mask created by Tri-Klops to funnel his stench directly at foes. Armed for combat and calling himself "Stinkor". Odiphus has the ability to stink and destroy with his odor of evil. Strength Agility Quickness Intelligence Looks Endurance Abilities: Stinking cloud

SY-KLONE Location Description Canon1 Canon2 MOTUC: Sy-Klone, Son of Dy-Lex. Protector of the Legacy Stones and the Last Defender of Anwat Gar, Sy-Klone joined the Masters of the Universe alter the Stones were destroyed and his mission completed. He wears the last remaining TECH vest Armor created by his Gar ancestors to terrorize Eternia alter the Great Wars. Its built-in wind rockers allow the user to create powerful vortexes of spinning energy as a defensive weapon or to fly through the air. Sy-Klone has upgraded his Armor to also incluye cosmic radar which lets him sense the physical presence of evil long before others. Sy-Klone’s wind Powers and radar Cheste make him combat ready! Strength Agility Quickness Intelligence Looks Endurance Abilities: Radar sense High speed spin

ROBOTO Location Description Canon1 Canon2 MOTUC: Robot Model 9041. Originally built by Man-At-Arms as a chess opponent for Man-E- Faces, the robot companion was nicknamed Roboto and later given a heart-shaped emotion chip which altered his speech patterns. Under the influence of his new programming, Roboto came to understand the desire for freedom and upgraded himself for battle so that he could join the Masters of the Universe in their fight against evil. Roboto serves as chief strategist for the Masters and uses his unstoppable robotic strength in heroic combat. Strength Agility Quickness Intelligence Looks Endurance

FAKER Location Description FILMATION: Created by Skeletor using a spell. MOTUC: Originally built by Man-At-Arms to cover for He-Man when Prince Adam is needed, Faker was abandoned in the royal junkyard after his first mission and salvaged by the evil warrior Tri-Klops. At the request of Skeletor, Faker was reprogrammed to replace He-Man and convince the people of Eternia that He-Man had betrayed King Randor and turned to evil. Canon3 Strength Agility Quickness Intelligence Looks Endurance

PLUNDOR THE SPOILER Location Description Canon1 Canon2 MOTUC: Corrupted by power and obsessed with money, Plundor is a genius inventor who travels the universe, seeking out new ways to increase his riches. When he came upon the utopian planet Draedus, Plundor used his evil machines to ravage the planet and distill its precious life force into a small vial to be sold to the highest bidder. He-Man happened upon Draedus after Skeletor erased his memory and sent him through the Crossroads of All Universes. He-Man met the planet’s displaced creatures and helped return the life force back to Draedus and imprison the evil conqueror. Plundor invents flying robots and machines in his quest to become the richest being in the universe. Strength Agility Quickness Intelligence Looks Endurance

CHIEF CARNIVUS Location Description Canon1 MOTUC: Leader of a race of Eternian cat warriors called Qadians, Carnivus keeps his people safe high in the village of Felis Qadi. For many years the Qadians kept neutral stance, preferring not to get involved in the affairs of other tribes. But with the rise of Skeletor and the subsequent release of the Snake Men and the Horde from their inter-dimensional prisons, Carnivus agreed to re-evaluate his core principles and joined the struggle for freedom allying himself and his people with King Randor's new Eternian Council. Carnivus uses his feline agility and great courage to fight evil. RPG: One of King Paw's lords. Strength Agility Quickness Intelligence Looks Endurance

TWO BAD Location Description Canon1 Canon2 MOTUC: Originally hired as bounty hunters to track down He-Man, Tuvar and Badra were magically fused together in an unrepeatable spell by Skeletor in retribution for their failure. Now called “Two Bad”, this new multi-headed creature became a mixed blessing for the Evil Warriors. When his two heads are working together, Two Bad is nearly as clever and devious as Skeletor and his advantage in battle is doubled. However, his two heads rarely get along. Quite often the two heads will bicker with one another at just the wrong moment. Two Bad is double trouble, twice the plotting power of other evil foes. Strength Agility Quickness Intelligence Looks Endurance

LORD DACTUS Location Description Canon1 Canon2 MOTUC: Dactus of Spelea. Heroic leader of the Bat-like Speleans who live underground in Subternia, Dactus waged a long war against his former ally Ceratus for possession of Hollow Eternia. After a series of attacks by Skeletor and King Hssss, Dactus was convinced by King Randor to put aside his differences with the Caligars and work together as members of his new Eternian Council. A born warrior, he often leaves his diplomatic duties to fight on the battlefield as a Master of the Universe. During one adventure he traveled with Chief Carnivus and Clamp Champ to free Princess Vess from Skeletor’s clutches. Dactus’ massive wings and sharp fangs give him a frightening appearance which he uses to scare off and then attack the evil warriors. Strength Agility Quickness Intelligence Looks Endurance

GELDOR Location Description Canon1 Canon2 MOTUC: The ruler of Foodar in the Dark Hemisphere, Geldor III became obsessed with finding a way to extend his life after his wife was killed by a dragon attack. He began laying siege to other kingdoms in his ongoing search. One such attack led Geldor to kidnap Torgul, Grand Vizier of Vaderia in order to locate the mythical Secret Liquid of Life. Vaderia's heroic Prince Dakon sought the help of He-Man and the Masters of the Universe. Together, they confronted Geldor in a stronghold in Ogre Mountain. During the battle, the liquid was spilled and a great Life Tree rose up, apparently swallowing Geldor in the process. Months later, Geldor returned, merged with the magic of the tree and now more powerful than ever. Geldor brings terror to all who get in the way of his quest for eternal life! Strength Agility Quickness Intelligence Looks Endurance

SHOKOTI Location: Temple of Shokoti, Eternia Description: An ancient wicked sorceress from the Dark side of Eternia, she is an accomplished magic user whose goal is to bring the Living Darkness into the world of Eternia and rule as its mistress. She calls herself the Mistress of the Night and her magic works best in the dark. Filmation: As above. She was probably defeated by He-Man and unable to come back. Canon2 RPG: Shokoti is a good high level villain and is best used as someone who tries to defeat characters by traps and illusions rather than by direct confrontation. Once defeated it takes time for her form and conscience to reemerge. MOTUC: Possessing incredible powers fueled by darkness, Shokoti was the most dangerous sorceress on the Dark Hemisphere of Eternia. Fearing her plan to cover the entire planet in darkness, Shokoti's fellow blue-skinned Gars lured the nefarious witch into the sunlight and buried her with her beast companion in the House of Darkness. Many years later, the shapeshifting wizard Masque raised the temple from the Sands of Time and opened the door to darkness once more until He-Man heroically defeated Shokoti and the Sleeping Beast forever. Shokoti uses the darkness and magic to cast illusions and project energy blasts from her hands. Strength Agility Quickness Intelligence Looks Endurance Specialty: Dark allies; Darklings Disability: Weakness; Light

GOAT MAN Location Description Canon1 Canon2 MOTUC: A member of the G'hoat men from the Northern Mountains, Klacky's species is one of the only intelligent humanoid upright races that falls subjective to the hypnotic powers of the Beast Men. And like most of his species, Klacky was captured by the rulers of the Vine Jungle and simply called "Goat Man" by his beastly masters. Eventually he found himself in the services of Raqquill Rqazz and was forced to serve in the Second Ultimate Battleground. Here he was severely wounded by Buzz-Off and left at the foot of Central Tower. Crawling inside, Klacky fell into a time portal and was transported into the future, arriving on Eternia when King He-Man ruled the land and his son Dare wielded the Power Sword. Forced to serve on aging Beast Man in this new time, Goat Man is forever following whatever evil orders he is given. Strength Agility Quickness Intelligence Looks Endurance

KOBRA KHAN Location Description Canon1 Canon2 MOTUC: A descendant of the ancient Snake Men, Khan became fascinated with the many legends of their victories in the Great Wars. Breaking into the archives of Eternos Palace, he learned that the great King Hsss had been locked in the Void at the end of the war. In a ruse to free his King, Khan joined forces with Skeletor and, with the help of Evil-Lyn, they acquired Zodak's staff, the key to freeing his Snake Men brethren. Together he and Evil-Lyn opened the Snake Pit portal releasing Hsss and his ageless army, returning their terror to Eternia. Khan went on to loyally serve Hsss, controlling his prey with his evil hypnotic mist! After Zodak decapitated King Hssss, Kobra Khan assumed command of a group of the Snake Men and feigned surrender to Skeletor. Following Skeletor’s successful coup against King Rando, he enlisted Khan’s group, now called the Diabolical Snakes, to steal several magical artifacts, including the Spellstone of King Helios and the Polarizer of Shezar which would help Skeletor breach Castle Grayskull. To boost his effectiveness, Skeletor enchanted Khan with temporary new powers of camouflage, a more potent form of his hypnotic mist, and the mystical Golden Claws of Crushing. After Khan did Skeletor’s bidding, he used his new powers to infiltrate Skeletor’s throne room, crush his skeleton guards, and seize the Havoc Staff to help a regenerated King Hssss become even stronger during his recovery at the Temple of Serpos! Strength Agility Quickness Intelligence Looks Endurance

SPIKOR Location Description Canon1 Canon2 MOTUC: Originally a blacksmith from the Eternian village of Nordling, Kleffton was fused with an enchanted suit of spiked armor and a mystic trident when he attempted to steal a sacred scroll from the city's high priests. Banished from his home, Kleffton became an outcast, wandering into the Sands of Time. He was discovered by Skeletor, who saw his natural talent to forge weapons and recruited him to battle against the Snake Men. Now called Spikor, he serves Skeletor by creating new arms and armor for the Overlord of Evil. Spikor uses his spike-studded body and trident arm as mighty weapons! Strength Agility Quickness Intelligence Looks Endurance

THE SORCERESS Location: Castle Grayskull, Eternia Description: The Sorceress is the human guardian of Castle Grayskull, dressed in a magic gown. FILMATION: As above. The previous Sorceress, Kudok Ungol, passed the mantle to Teela-Na of Noella when she needed power to help defeat Morgoth the Terrible from leading the Horde forces to Eternia. The Sorceress is no longer mortal but instead enjoys a vastly prolonged lifespan. She can however still be harmed and probably even killed. She can't leave the castle in her normal form but instead transforms herself into a bird form known as Zoar. Outside she does not have her normal powers. The Sorceress is Teela's mother but this fact is kept secret from Teela. Mini-comics: The Sorceress is named Teela, and was cloned by Skeletor. The clone is Teela, the adiptive daughter of Man-at-Arms. MOTUC: Growing up in a small Eternian village, Teela'na helped defend her people from a Horde Scout ship that had discovered her planet on a magic locating mission. Recognized for her loyalty, courage and wisdom, the current Sorceress chose Teela'na to take up her title and defend Castle Grayskull's secrets for the next generation. During her reign as Sorceress, Teela'na not only cast the spell to clone the Sword of He, she was cloned herself by Skeletor who desired a magic wielding bride to pass on his legacy. With the help of Man-At-Arms, Teela'na saved the cloned child. And it was through her undying love and devotion to this baby girl that Teela'na gave her up to Man-At- Arms, awaiting the day where her daughter would become the new Sorceress and Guardian of Castle Grayskull's secrets. RPG: The Sorceress was chosen by the Power of Grayskull to be its eyes and ears in the world, an agent for good. As such her mission has become to try to learn of all the dangers that threaten to have the Secret of Grayskull fall into the hands of evil. She serves as a mission maker for characters and as someone to get information on magic from. The Sorceress and Man at Arms was a couple for a few years in their youth and had a child, Teela. Fearing that Skeletor would try to get to her to use the powers she has inherited from her mother, they decided to not tell her the truth. Today Sorceress and Man at Arms are good friends and spends time together when time allows. Strength Agility Quickness Intelligence: 13 Looks: 18 Endurance: 10 Guardian of the power. The power is the secret of truth and knowledge. The Sorceress has access to the power of Grayskull and can use it to help He-Man. She can also use all of Castle Grayskull's magical treasure when needed. For a complete list of known magical items see the description of the castle itself. Magical abilities: She can store 200 points of magic energy and can use them in the following ways: Shield against electricity, Whirlwind teleportation gate, telepathic projection.

BATROS Location Description Canon1 Canon2 MOTUC: Wiley. Deep in the Dark Hemisphere resides a treacherous race of half-man half-bat pirates - none more sinister than Batros, a shadowy mercenary-for-hire. Batros views alliances with contempt, but pairs up with Skeletor when it gets him closer to his goal of seizing the Powers Of Grayskull for himself. In one adventure, Batros conspired with the Overlord Of Evil to filch all royal records and books from the Eternos Library. Although this shady plot ultimately met with failure, Batros remained a stealthy enemy for the Masters Of The Universe and all who fight for freedom on Eternia. Batros is a dark mercenary trained in the art of thievery! Strength Agility Quickness Intelligence Looks Endurance

STONEDAR Location Description Canon1 Canon2 MOTUC: From the heart of the Horde Empire, Anillus Kur unleashed a powerful light storm which drove the Comet Warriors from their orbit and hurled them through space. Blasting through several untamed star bands, several Comet Warriors, including Stonedar, their heroic leader, arrived on the magical planet of Eternia. Part of a peaceful clan that shies away from conflict of any kind, Stonedar quickly realized some evil needed to be fought and allied himself and his warriors with He-Man and the Masters of the Universe. Stonedar can use his blazing armor to temporarily blind attackers in battle. When the Rock People are in danger, he transforms into his boulder form to drive back the enemy! Strength Agility Quickness Intelligence Looks Endurance

ROKKON Location Description Canon1 Canon2 MOTUC: Rocked from his stationary orbit patrol by a light storm from Horde World, Rokkon was part of a brigade of Comet Warriors thrown across the universe. Arriving on Eternia along with his leader, Stonedar, Rokkon quickly allied with the Masters of the Universe, eager to defeat those who strove to enslave his people. Along with others of his race, Rokkon can transform into a mighty meterorite to roll into battle and surprise attackers. His rocky body can deflect laser blasts as he bursts forth to aid the heroic warriors in the heart of battle! Strength Agility Quickness Intelligence Looks Endurance

ICER Location Description Canon1 Canon2 MOTUC: Icleeel of the Outer Stillia Clan. Originally from the outskirts of Stillia in the Ice Mountains, Icer is a master of controlling cold weather. Skeletor recruited him after realizing a need for evil agents in the North and exploited him when Whiplash failed to obtain the Ice Raider from King Randor. Skeletor ordered his new frozen ally to take over the northern weather station and create cold weather all over Eternia, while he attempted to steal the Ice Raider himself. Icer has freezing powers and melts into water when he needs to get in or out of tight spots. Strength Agility Quickness Intelligence Looks Endurance

CLAMP CHAMP Location Description Canon1 Canon2 MOTUC: After Duncan was captured and permanently turned into a Snake Man, Raenius, former Body Guard to King Randor, stepped in as the new royal Man-At-Arms. Although lacking Duncan's skills as an inventor, Raenius proved his worth in the Masters of the Universe with his ferocious hand-to-hand combat and extensive knowledge of almost every weapon, including his favorite, the techno clamp, for which he earned the nickname "Clamp Champ". He continued to lead the Masters of the Universe all the way to the Second Ultimate Battleground. Clamp Champ surprises his enemies with his clamping action. Strength Agility Quickness Intelligence Looks Endurance

FANG MAN Location Description Canon1 Canon2 MOTUC: Scutes Ignis. Evolved from the ancient Dragosaur species, Fang Man spent his youth in the Valley of Dragons. Skeletor recruited Fang Man after discovering his ability to control the fire- breathing dragons to do his bidding. Fang Man used the Dragosaurs of the past to assist the Evil Lord of Destruction in his evil plans when Skeletor used the Wheel of Infinity to go back in time and stop Castle Grayskull from being built. Eventually, defeated by He-Man, Skeletor abandoned Fang Man in the past where he resides with his ancestors on Dragosaur Isle, waiting for the return of his master. Fang Man has piercing teeth and uses his mind-control ability to manipulate fire- breathing species. Strength Agility Quickness Intelligence Looks Endurance

STRONG-OR Location Description Canon1 Canon2 MOTUC: Dalmus Fu. Originally a worker in the photanium mines of Phantos, Dalmus lost his right arm and parts of his face when a mechanical press folder malfunctioned. Desiring to become a super strong menace, the master metal-worker stole large amounts of photanium, the strongest metal in the universe, from the mines and created a new face and telescoping arm. After Strong-Or’s thievery was discovered, Queen Elmora banished him from her kingdom. Years later, he returned with Skeletor to invade the photanium mines, but when He-Man freed Queen Elmora from Skeletor’s influence, Strong-Or was forced out of Phantos once again. Strong-Or, nicknamed “Strong Arm” by his foes, has a powerful punch that extends great distances and is nearly as strong as He-Man. Strength Agility Quickness Intelligence Looks Endurance

BOW Location Description Canon1 NETFLIX: MOTUC: Kyle RecculaAfter wandering though Despondos for several centuries and unable to return to Eternia. Hordak, and his ageless army eventually claimed Etheria as a new throne world. Deposing the local monarchs and ruling the people through fear. A nobleman in Queen Angela's court, Kyle was one of many brave warriors who took up the arms against the Horde invaders and joined the Great Rebellion. Nicknamed "Bow" due to his natural ability as an archer, each of his arrows possesses different powers and he has a magical heart that beats frantically when She-Ra is in danger. Bow, is secretly in love with Princess Adora, unaware that she and She-Ra are one in the same! Strength Agility Quickness Intelligence Looks Endurance

KOWL Location Description Canon1 Canon2 MOTUC: Kowl, the know-it-all owl of Etheria is a great friend and ally to She-Ra. He can answer all questions asked of him. After his tribe was attacked by Horde invaders, he allied with the Great Rebellion and is a particular close friend of the arrow-man Bow. Strength Agility Quickness Intelligence Looks Endurance

LOO-KEE Location Description Canon1 Canon2 MOTUC: Petraut Edeltran. Loo-Kee is a humorous Etherian cherub imp from deep within Whispering Woods. He travels throughout Etheria and watches out for She-Ra and her friends. He is always on the side of the forces of good yet never never participates in an open conflict. His powers were bestowed to him by Lighthope allowing him to hide out and alert his friends to danger. He enjoys telling stories with morals to ensure a tale's full value and clarity is understood by all. Watch out! You never know where he might be hiding! Strength Agility Quickness Intelligence Looks Endurance

FROSTA Location Description Canon1 Canon2 MOTUC: The beautiful and exotic friend of She-Ra, Mackenzie is queen of the kingdom of Snows, high in the mountains of Etheria. She possesses a magic wand that whistles like the wind and lets her conjure ice spells and freezing rain against her enemies. This power has given her a reputation as the Ice-Empress of Etheria, although she prefers being called Frosta by her friends. With the exception of her magic powers, she is otherwise a normal human female. She is sweet kind and loyal to her allies. Together with She-Ra and other memebers of the Great Rebellion, she traveled through a Laser Gate into Eternia joining with the Renegade Masters of the Universe in the continued fight against Hordak's tyranny! Frosta freezes her enemies with her magic spells. Strength Agility Quickness Intelligence Looks Endurance

CASTASPELLA Location Description Canon1 Canon2 MOTUC: Esmeralda. Beautiful friend to She-Ra, Castaspella is one of the most powerful mages on Etheria. After the Horde claimed her beautiful planet as a new homeworld during their banishment in Despondos, Castaspella became a leader in the Great Rebellion helping to defend the people of Etheria with her magic. She has been known to temporarily hypnotize her foes, and although she can be a bit flighty at times, her strength and courage have helped her fight the oppression of Hordak. She is special friends with both Angella and Frosta and only uses her magic for good. Strength Agility Quickness Intelligence Looks Endurance

SEA HAWK Location Description Canon1 Canon2 MOTUC: Captain Jeoff Blithe. Son of the legendary Captain Falcon, Sea Hawk is a commander of the Solar Sailor crew and a pirate without peer. Whereas his father was in indisputably good man with a kind heart who stole gold from the Horde to give to the poor, Sea Hawk grew up to be decidedly greedy and shameless. He worked as a “hired ship,” transporting cargo for the Horde, until Adora convinced him to aid the rebellion and choose freedom over money. While shipwrecked on a magical island, Sea Hawk found his long lost father who bestowed upon his son an armament of mystical weapons to aid him in his quest to overthrow the Horde Empire. Sea Hawk is now a magically armed hero fighting against the Evil Horde! Strength Agility Quickness Intelligence Looks Endurance

SHADOW WEAVER Location Description: Once known as Lightspinner... NETFLIX: MOTUC: Born in the Etherian Kingdom of Mystacor, Beatrix was once known as Light Spinner and served as an apprentice to the great mage, Norwyn. When Hordak arrived on Etheria during his exile in Despondos, he promised her great power in return for information and help in overthrowing Bright Moon and the surrounding kingdoms. Her powers were greatly enhanced through a magical gem whose power also induced an irreversible change in her appearance and mental state. She betrayed Norwyn and her fellow magical student Castaspella, leading Horde Troopers to their hidden magic archives. In Horror Hall, Beatrix took the name Shadow Weaver, using her black magic to fight the Great Rebellion all the while secretly planning to overthrow Hordak and claim his power for her own! Canon3 Strength Agility Quickness Intelligence Looks Endurance

SCORPIA Location Description Canon1 Canon2 MOTUC: Lynda D'ream. After watching Hordak ruthlessly take over the Kingdom of Brightmoon, Scorpia chose to surrender her Crimson Waste fiefdom to the new conqueror, hoping it was better to keep Hordak as an ally than an enemy. She is a member of the Scorpioni, a race of female dominant warriors with claw like hands and stinging armored tails. While a cunning warrior, she is inept in magic, always preferring hand-to-claw combat with her foes. Occasionally she uses a powerful tank called the Crawler which blasts sleep rays and sting lasers. When Hordak abandoned Etheria for a planet with greater natural magic, Scorpia stayed behind to rule her desert kingdom and hoping one day all of Etheria itself! Strength Agility Quickness Intelligence Looks Endurance

OCTAVIA Location Description Canon1 Canon2 MOTUC: Polypus Rorqu. The unpredictable waters of the Etherian seas are home to many sea creatures, none more dangerous and cunning than the Aquatican warrior Octavia. Working her way up the Horde ranks, she eventually became a Horde Commander, first in her home waters of Octopus Cove and eventually serving Hordak in the Sea of Sigh and the Fright Zone. Truly enjoying a good fight, she cackles shrilly while brandishing weapons in her four thrashing tentacles. Octavia uses her tentacles to hold weapons and capture her enemies, squeezing their bodies into submission. Strength Agility Quickness Intelligence Looks Endurance

NETOSSA Location Description Canon1 Canon2 MOTUC: Vivian Redretta. Hailing from the far reaches of Etheria, beyond the reach of the Horde, Vivian became an expert marksman, perfecting the art of net tossing to capture enemies and vandals. She is able to fool her adversaries by pretending not to notice that an evildoer is nearby. But if they get too close, she pulls back her cape's hidden drawstrings and the surprised culprit is captured inside of the net! After learning of Hordak's oppression, her only desire became to free Etheria and its people from their evil stronghold. With her exotic accent and elegant fashions, Netossa can be so helpful in wrapping up trouble! Strength Agility Quickness Intelligence Looks Endurance

SNOUT SPOUT Location Description Canon1 Canon2 Canon3 MOTUC: A peasant from Etheria, Jaxton was one of three athletes abducted by Hordak and cast into his experimentation matrix. There, like the others, Jaxton was grafted with cybernetic parts giving him both amazing powers and a bizarre form. After crossing through a Lasergate to Eternia with the Evil Horde, Snout Spout escaped and joined with the renegade Masters of the Universe. Self-conscious about his appearance, and called "Snout Spout" for his abilities to blast water from his cybernetic trunk, Jaxton often feels that everyone is always laughing at him. But when the Snake Men slither out and enemies attack, Snout Spout blasts them back with a super jetspray! Strength Agility Quickness Intelligence Looks Endurance

EXTENDAR Location Description Canon1 Canon2 MOTUC: An Etherian athlete of great renown. Doodon was tricked by Hordak into entering his Experimentation Matrix. Here he was transformed and grafted with cybernetic parts allowing him to extend his limbs and body to great proportions. Dubbed Extendar, he escaped The Evil Horde before the foul effects had fully taken hold. But to his great regret, his best friend was also transformed and unlike Extendar, Dragstor was unable to escape from Hordak’s clutches. Extendar eventually travelled with She-ra to Eternia and joined the renegade Masters of the Universe. Confronted by his enemies, Extendar reeeeaches new heights, transforming into a super strong warrior! Strength Agility Quickness Intelligence Looks Endurance

Name: Starla Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Jewelstar Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

TALLSTAR Location Description Canon1 Canon2 MOTUC: Cassandra. In ancient times, an evil sorceress became jealous of the Star Sisters youth and beauty and trapped them in a shooting star. It was sent hurling through the cosmos until the three women crash-landed on Etheria. There, they remained magically confined in the side of a mountain until the day Swiftwind's hooves accidentally loosened the stone that concealed their prison. She-Ra quickly used her powers to melt away the star that held them captive. In gratitude, the sisters pledged their everlasting friendship. Jewelstar magically conjures gem armor to protect herself and others. Tallstar uses her magic to stretch to unbelievable heights. Starla with her pet Glorybird, can sense danger and project spells of light against her foes. Together, they stand side- by-side with She-Ra in the battle for freedom. Strength Agility Quickness Intelligence Looks Endurance

FEARLESS PHOTOG Location Description Canon1 Canon2 MOTUC: Apprentice to Gwildor, Jey often daydreamed of a life as a member of the Masters of the Universe. His dreams became a reality when he was selected along with five other inventors by the Science Council to journey to Eternos to present his latest creation; the Photog Emulator. During the presentation, a slight miscalculation lead to a flux overload merging Jey with his invention. Finding he could drain his enemies powers and display their defeat on his chest, Jay called himself the Fearless Photog and was offered membership with his idols in the Masters of the Universe. He heroically fought during the Second Ultimate Battleground helping to defeat several of Skeletor's warriors including Clawful and Whiplash. Photog drains his enemies power, displaying their defeat for all to see! Strength Agility Quickness Intelligence Looks Endurance

Name: Scareglow Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance BLADE Location Description Canon1 Canon2 MOTUC: Ritter. A pirate from the Kylax system, Blade arrived on Eternia in a spell of light cast by Skeletor to increase his forces. Agreeing to join the Overlord of Evil for the right price, Blade sold his services and took part in the Second Ultimate Battleground, fighting blade to blade with He- Man himself at the top of Viper Tower. He later traveled with a small renegade party, paid to seek the Cosmic Key from its inventor. Although he failed in this mission, his deadly mastery of the sword has left his mark, becoming one of the most wanted men in Eternian history. Blade uses his dual swords to battle heroic warriors - for the right price! Strength Agility Quickness Intelligence Looks Endurance

DRAEGO-MAN Location Description Canon1 Canon2 MOTUC: During the Great Wars, the Dragoons of Darksmoke fought in many epic battles against King Grayskull and the Snake Men. A magical half human/half dragon creation of the Great Black Wizard, Draego-Man was shunned by Granamyr and allied himself instead with the Free People of Eternia. After the truce of the Three Towers, Draego-Man became so disgusted with the humans that he isolated himself from all civilization, living as an outcast in the Caverns of Rakash. After several millennia of bitter retreat, Draego-Man discovered Skeletor's plans to enslave his dragon kin and use them as weapons against the Royal Palace. He returned from hiding to join Skeletor's Evil Warriors seeking revenge against all who betrayed him. Draego-Man uses his flame breath and ability to manipulate fire to battle for the side of evil! Strength Agility Quickness Intelligence Looks Endurance

CY-CHOP Location Description Canon1 Canon2 MOTUC: Originally a partner with Kronis, Scychor roamed the galaxy as a mercenary and professional theif. Eventually Kronis betrayed his friend, throwing Scychor from a Boa Jet while escaping from Horde Patrol Units. Falling hundreds of feet to the surface of a small moon, Scychor was healed by rogue scientists by preserving his organs in a robotic chest and his brain in a cyborg skull. After serving the scientists for twenty years, he became a freelance bounty hunter, willing to steal, kill or betray anyone for the right price. During the Second Ultimate Battleground, Cy-Chop was hired by Hordak to bolster his forces against the Sname Men and Masters of the Universe. Using his robotic scissor blades, Cy-Chop strikes out, but only for the right price! Strength Agility Quickness Intelligence Looks Endurance

HYDRON Location Description Canon1 Canon2 MOTUC: Daniel Ripper Jr. Hydron is a space sea commander from the domed undersea city of Orca, situated not far from Titus, a small island in the Guardian Sea on Primis. He was ordered by Darius to locate the legendary twin warriors prophesized to defeat the Horde Empire. Arriving on Eternia shortly after Skeletor’s victory at the Second Ultimate Battleground. Hydron and his Lieutenant Icarius recruited not only He-Man and She-Ra but several of the Masters of the Universe who were eager to pursue Skeletor. Preferring the Triton Spear Gun, his weapon of choice is eatable for intergalactic as well as undersea fighting. Strength Agility Quickness Intelligence Looks Endurance

ICARIUS Location Description Canon1 Canon2 MOTUC: TC Icarius Kaz. A great pilot from the cloud city of Leviton on Planet Primus, Icarius is equipped and ready to ‘flip’ into battle at a moment’s notice. After his 18th birthday, he left home to join the Galactic Protectors. Rising to the rank of Lieutenant, Icarius travelled with Captain Hydron on his quest to find the legendary twin warriors prophesied to defeat the Evil Horde Empire. Arriving on the distant planet Eternia shortly after the end of the Second Ultimate Battleground, they recruited not only He-Man and She-Ra but several other members of the Masters of the Universe who were eager to pursue Skeletor to the stars. Nicknamed “Flipshot” Icarius utilizes a battle helmet, back-mounted jet pack and concussion grenade wrist rockets in battle against Skeletor and his new Space Mutant army. Strength Agility Quickness Intelligence Looks Endurance

STROBO Location Description Canon1 Canon2 MOTUC: Gepher. Chosen as Zodac’s replacement in the Cosmic Enforcers, Strobo was tasked by the Overlords of Trolla to investigate his predecessor’s assassination on Eternia. Finding Jitsu ruling Snake Mountain and evil spreading across the land, Strobo carried out his Masters’ assignment by forcefully maintaining neutrality in He-man’s absence. He turned the tide of several battles, fighting both with and sometimes against, the remaining Masters of the Universe. Stobo wears armor enhancements originally created by the scientists of Anwat Gar. His chest plate can project force fields and energy blasts to stun or even disintegrate those who oppose his will. Stobo uses the forces of light to battle his enemies. Strength Agility Quickness Intelligence Looks Endurance

OPTIKK Location Description Canon1 Canon2 MOTUC: A Space Mutant from the foggy polar region of the planet Denebria, Optikk's spyeye eyeball is specially adapted to see through the dense Denebrian fog of his homeworld, making him an ideal spy. He carries a Photon Neutralizer which has made him one of the most feared of the Space Mutants in the Tri-Solar System. Optikk allied himself with Skeletor shortly after the Lord of Destruction defeated Hordak and turned his ambition to the Horde Empire, forming a coalition of mutants and outcasts to conquer the universe. Optikk serves Skeletor by keeping an eye on He-Man and all the Galactic Protectors of the planet Primus. Strength Agility Quickness Intelligence Looks Endurance

Name: Nocturna Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Crackers Location Description Canon1 Canon2 Canon3: Crackers is a clown. Strength Agility Quickness Intelligence Looks Endurance

Name: Princess Rana Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

NINJOR Location Description Canon1 Canon2 MOTUC: Armed with nunchucks, a longsword and longbow, this awful assassin was summoned from another world by a spell of light to serve Skeletor on Eternia. His mission is to eliminate all of the Heroic Warriors one by one until He-Man no longer has any help in defending Eternia. This Ninja Warrior, sometimes called "Ninjor" by his foes, always moves with great speed, skills and silence. His true motivation however has been kept secret from all. Even while serving Skeletor, he reports back to his true master, Horde Prime, detailing Skeletor's weak points and how to exploit them. Ninjor appears out of nowhere to ambush Heroic Warriors! Strength Agility Quickness Intelligence Looks Endurance

Name: Hunga Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Fang-Or Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Prahvus Location Description MOTUC: Released by Count Marzo from his magical prison, Prahvus the Untamed roamed throughout Eternia terrorizing the populace and causing havoc throughout the land. Mario had intended to use Prahvus as a distraction to divide Miro's troops during the Great Unrest. But thanks to the heroics of Prince Weldor, Prahvus was contained again inside of a magical lamp. Decades later, after Hordak returned to Eternia, two of his bumbling minions released the warlord again, but this time he was quickly enslaved to the Horde invaders by Hordak's chief witch. Prahvus uses his unstoppable strength and great magic to destroy any heroic warriors who get in his way! Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

CALLIX Location Description Canon1 Canon2 MOTUC: A Vebex rock man from the Tri-Solar system, Callix was recruited by the Horde Empire during his youth and quickly rose through the ranks due to his insight and perspective into enemy strategy. Assigned as lead council to Hec-Tor Kur, Callix traveled with him to Eternia to ensure their foe He-Ro had been destroyed. He remained with the Horde army on Eternia fighting the Snake Men and King Grayskull for rule over the planet. His ability to crumble into pebbles and rebuild himself has made Callix a deadly enemy of all those who oppose Hordak and his evil minions! Strength Agility Quickness Intelligence Looks Endurance

Name: Skeleteen Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Lord Taurias Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Kulatak Elder Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: King Pythos Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Prince Dakkon of Oberon Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Kayo Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Spinwit Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Karg Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Ileena Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

King Chooblah Location Description Canon1 Canon2 MOTUC: Once thought to be a mythical race, the savage looking Kulataks allied themselves with King Randor after Skeletor attempted to steal Eternium metal from their mines. Supplying the Masters of the Universe with this precious metal, the Kulataks helped build a new prison for Skeletor's Evil Warriors, King Chooblah later joined Randor's new Eternian Council, helping to unify the free people of Eternia against evil. Chooblah took up arms himself during the Second Ultimate Battleground leading three battalions of brave Kulatak warriors against the Snake Men and Horde armies. Their attack was the key to defeating King Hssss and destroying the Horde war machines. Wise leader of the Kulatak warriors, King Chooblah uses his claws and great strength to defeat evil enemies! Strength Agility Quickness Intelligence Looks Endurance

Name: Queen Sumana of the Arcadians Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Drizzi Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance Name: Caz Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

PERFUMA Location Description MOTUC: Born on Etheria in an enchanted flower garden far, far away where sunflowers sand and daffodils danced, Tara was taught by the magical flowers to put people to sleep. She now uses this secret power to help She-Ra and the Great Rebellion. Whenever Catra and the Evil Horde try to make mischief she opens her petals into a beautiful blossom. As soon as enemies get a whiff of her perfume, all they want to do is fall into a deep slumber. She later used her power on Eternia, traveling with She-Ra to join the heroic Masters of the Universe in the continuing battle against Hordak. With power over everything that grows, Perfuma's enemies come near and are put to sleep with her floral aroma. Even Hordak couldn't stand the beautiful scents of Perfuma's magic and had to beg She-Ra to take her away! Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Azdar Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Belzar Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Chadzar Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Zilora of the Snake Clan Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Dylamug Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Red Knight Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Admiral Scurvy Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Hawke Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: General Tataran Location Description: Tataran is a goblin general, in charge of a goblin attack force of about 500 units, including spaceships, cavalry on lizards, attack robots and infantry. He is a mercenary and once agreed to help Skeletor for 10000 gold pieces per soldier, and an undisclosed sum for himself. Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Vultak Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Granita Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Facet Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Lieutenant Andra Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Vizar Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Detector Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Darius Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

CRITA Location Description Canon1 Canon2 MOTUC: This coldblooded mutant is whip–smart … and she cracks a mean whip on the battlefield. As queen of the cruel Gleanons, she rivals Skeletor® in her capacity for sheer evil, and she’s eager to battle her Galactic Protector nemesis, Mara of Primus™. This fan-favorite figure arrives with her scepter, whip, and fear gas cannon. Strength Agility Quickness Intelligence Looks Endurance

GWILDOR Location Description Canon1 Canon2 MOTUC: A Vejulian Gwitthrol Troll from Tundaria, Gwildor stood out in his clan for his great intellect and curiosity. Sent to study in Eternos, he attended Grimhammer University and studied under many great Eternian inventors, archeologists and magicians. Settling in a small village near Pelleezeea, Gwildor lived a solitary life until he created his greatest invention, the Cosmic Key, a device that could harness Universal Energy to open portals in space. Combined with the Magic of Central Tower, the Key could also be used to move through time itself. Hunted for his creation, Gwildor was forced to activate the cosmic key to escape to Earth! Eventually faking his own death, he traveled forward in time to a period when Temporal Travel was protected by powerful agents and his life would no longer be in constant danger. Strength Agility Quickness Intelligence Looks Endurance

Name: Dree-Elle Location: Trolla Description Canon1 Canon2 RPG: Dree-Elle is Orko's girl friend since a few years back and regulary visits Orko at the Palace. Strength Agility Quickness Intelligence Looks Endurance

Name: King Ceratus Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Quakke Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

OO-LARR Location Description Canon1 MOTUC: The last person to be known as “The He-Man” before Prince Adam was born was Oo- Larr of the Jungle Tribe. He left his kinsmen seeking adventure and excitement outside of the Vine Jungle. Coming across the Goddess, he rescued her and was recruited to help protect the two halves of the Power Sword of He. The corodite Power Vest which the Goddess gave to Oo-Larr was so well engineered that it was also eventually passed down to Prince Adam too. Oo-Larr’s final quest was to unite both halves of the Sword so that the Sorceress could clone it for the second twin of destiny. Oo-Larr then separated the original sword again, hiding both halves on opposite sides of the planet while the Sorceress and Light Hope watched over the clone sword in Grayskull. Oo-Larr bravely fights to protect the secret of the sword of He. RPG: Oo-larr was He-Man's name as he was raised by the tribe that found him after being kidnapped. It means ”the discovered”. Strength Agility Quickness Intelligence Looks Endurance

LIZARD MAN Location Description Canon1 Canon2 MOTUC: Gayn. Known as “Lizzie” by his friends, Lizard Man shares many attributes with his Reptile brethren, but chooses to align with He-Man and the Masters of the Universe. Although he deals with discrimination due to his genetic connection with the cold-blooded Snake Men, he is good-humored and has a warm heart. With his agility, balance, and fighting skills, Lizard Man is a devoted member of the Masters of the Universe, displaying his bravery while fighting Skeletor’s henchman or being tossed into the air to aid the speedy rescue of the Sorceress. With his strong, thrashing tail and light agile body Lizard Man stealthily fights the forces of evil. Strength Agility Quickness Intelligence Looks Endurance

Name:Veena Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

MERMISTA Location Description Canon1 Canon2 MOTUC: Elaysia. Water maiden of Etheria, Mermista loves to spend time on both land and sea but makes her home in the hidden Crystal Falls. She has the power over water and all creatures of the sea. From thunderous crashing waves to gentle life giving streams, are all within her power. She also has the power to spray magical waters at her foes. Equally happy to frolic beneath the pale blue sky or swim the depths of the deep blue sea, she is happiest when she visits She-Ra and her friends. When the Horde threatens to spoil the fun, Mermista mist-i-fies her foes with her magic spraying necklace. During the Second Ultimate Battleground she was confronted by the evil Mer-Man of Eternia and was forced to behead him with his own trident to protect her life. Mermista prefers peace but when evil arises this warrior maiden of the sea will fight to protect her friends. Strength Agility Quickness Intelligence Looks Endurance Name: Dark Rider Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

MARA Location Description Canon1 Canon2 MOTUC: Master Sebrian's young assistant, Mara is very intelligent and bright. She and Caz stepped up to pilot Starship Eternia when the Galactic Guardians were busy elsewhere and word had to be taken to He-Man immediately to hurry back and save Primus! Since then, Mara has risen in skills and stature and can be counted on to help out whenever there's trouble. Shes reached the pinnacle of her career when she was made the Primus Ambassador on a visit to necron and shortly after became Queen of the Mytes! Alongside her loyal friends, Mara fights against Crita and the Gleanons with her ponytail mace that's capable of swinging the advantage to their side! Strength Agility Quickness Intelligence Looks Endurance

PEEKABLUE Location Description Canon1 Canon2 MOTUC: A magical princess of Etheria, Penelope has the power to see in all directions. Her fabulous peacock feathers fan out into a beautiful plumage which is the source of her powers and making her a master spy. She is so proud of them that she likes to strut around Etheria just to show them off. It is the eyes at the tips of these plumes that give her the power of omnidirectional vision. This bird's eye view of all Etheria lets her know when Catra and the Horde make mischief. After the Horde left Etheria, she joined She-Ra and the other members of the Great Rebellion on Eternia to continue the fight for freedom and peace. During the Second Ultimate Battleground she fought side by side with Man-E-Faces, eventually falling in love with him and choosing to stay on Eternia as a member of the Masters of the Universe. Strength Agility Quickness Intelligence Looks Endurance BLAST ATTACK Location Description Canon1 Canon2 MOTUC: Program Robot Serial Number 1710. Blast Attak was originally brought to Eternia in a spell of light by Skeletor to boost his ranks before the second Ultimate Battle Ground, but the android was quickly stolen by the Snake Men and reprogrammed to act as a mercenary in the army of King Hssss. Literally a walking talking time bomb, Blast Attak’s body is comprised of a series of microscopic nanites which can reform after detonation allowing him to blast apart over and over in an explosive attack against enemies. Although created with some semblance of artificial intelligence, his evil programming often overrides his own commitment to self-preservation. Blast Attak is a robotic muscleman with an extremely short fuse. He loves to surprise enemies with his sudden blast apart power! Strength Agility Quickness Intelligence Looks Endurance

SAUROD Location Description Canon1 Canon2 MOTUC: A Klybian Lizard Man from the planet Draphos, Saurod the Terrible broke out of Prison Star and rode a meteor shower across the solar system to Eternia. As one of the three reptilian races whose DNA was spliced to create the Snake Men, Saurod is a natural enemy of King Hssss and eagerly joined with his enemies. He was recruited by Skeletor in an attempt to boost his forces against his former master Hordak. Saurod fought for Skeletor during the Second Ultimate Battleground, slaying many snake warriors including Sssqueeze and Snake Face in hand to hand combat. Using his laser, Saurod also tried to steal the cosmic key from Gwildor to go back in time and prevent the dilution of his species. Strength Agility Quickness Intelligence Looks Endurance

Name: King Miro Location Description: King Randors father. Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Lodar Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Tycons Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

LIGHT HOPE Location Description Canon1 Canon2 MOTUC: Lord Ry’Gus Hope. In return for giving up his form, Lord Hope was blessed with great power by the Overlords of Trolla. He was tasked to bring relief to those trapped in the dark dimension of Despondos. Settling on the small planet of Etheria he became known as Light Hope and turned the planet into a garden of good in an otherwise evil reality. Light Hope built a great fortress known as the Crystal Castle offering it as a symbol to protect the magic of Etheria from the growing forces of Evil. It was also Light Hope who prophesized that one day the Sword of He would be wielded by Twin Warriors of Destiny and they in turn would end the tyranny of the Horde Empire. To ensure this came to pass, the Overlords declared that the sword would be closed so that each Twin could harness the Power equally. Light Hope infused the cloned sword with the Stone of Protection becoming the sword’s guardian and safeguarding the secrets of it’s wielder - She-Ra, the Princess of Power. Strength Agility Quickness Intelligence Looks Endurance Name: Josh Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Hans Hammerhold Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Staghorn Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Imp Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Tuskador Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Sagitar Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Red Beast Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Warrior in Yellow Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

SPINNERELLA Location Description Canon1 Canon2 MOTUC: Cynthia. With the power to travel very fast across the ground, Spinnerella is very flighty and often confused as one would expect from somebody who travels as she does. She always spins round and round much like a powerful whirlwind. She is totally faithful to She-Ra and honest to everyone she meets. The Great Rebellion calls on Spinnerella to deliver important messages to their loyal friends. She has a spiral fringe skirt and long turquoise and lavender spirals which hang from her cuffs. When she whirls through Etheria these decorations whip around to knock down all who come near! Strength Agility Quickness Intelligence Looks Endurance

RIO BLAST Location Description Canon1 Canon2 MOTUC: Riolus Blast. With the ability to transform from a normal warrior into an awesome arsenal of fire power, Rio Blast is in all ways the fastest draw in the universe. As the sole survivor of a group of heroic explorers from Lords in a starband near Eternia. Rio ended up as the “law” in the lost frontier. Flung by a meteor to the surface of Eternia, Rio allied himself with the renegade Masters of the Universe in their battle against evil. Rio Blast is nagged by the fact that he has left behind an untamed star band and often chops at the bit to get back. He-Man promised to aid Rio Blast back home as soon as the warriors of Skeletor have been defeated once and for all. Rio Blast transforms into a one-man arsenal to get the drop on enemies! Strength Agility Quickness Intelligence Looks Endurance

SKY HIGH Location Description Canon1 Canon2 MOTUC: A former palace guard serving under Teela, Darid was best known as an ace test pilot, working alongside Duncan to put his latest inventions to the test. Daring to push the limit on almost any vehicle, Darid earned the nick name "Sky High" and helped Duncan's team to upgrade the Wind Raider and Jet Sled for faster acceleration and smoother landings. During the Second Ultimate Battleground, he led a squadron of Blaster Hawks into battle combatting the Horde Boa Jets and King Hsss' new Snake Strike Squad. As cocky as he is brave, Sky High defends Eternos from aerial attacks. Strength Agility Quickness Intelligence Looks Endurance

DOUBLE TROUBLE Location Description Canon1 Canon2 MOTUC: Rebekkah Kettle. Heroic cousin of Glimmer, Rebekkah is a princess from the Eternian Kingdom of GreenClade. After her home was overrun by the Horde invaders, she joined the Great Rebellion, using her forte for disguise to become a double agent in the armies of Hordak. She is very dexterous and can squeeze herself into almost impossibly tiny spaces and climb the sheerest walls to carry out her missions. She is not much of a fighter, but her agility makes her a good dodger. No disguise is beyond her powers. She can look like an aged King one moment or a Horde Villainess the next. She can also change her voice to suit her disguise as well, ofter talking herself out of the tightest situations! Double Mischief fools her enemies as a spy for She-Ra! Strength Agility Quickness Intelligence Looks Endurance

TUNG LASHOR Location Description Canon1 Canon2 MOTUC: Kasssher. Armed with a quick licking tongue that shoots out to reach enemies in battle, Tung Lashor infects his foes with a dose of vile venom. Although he is loyal to King Hssss he was brainwashed by Evil-Love you night into serving the Overlord of Evil for the time being. Tung Lashor is an extremely brutal creature, more openly vicious than the other Snake Men but still cowers before King Hssss like all the others. He likes to lash his tongue at just about anything - even his comrades to shake them up once in a while. Like Rattlor, Tung Lashor eventually became a member of the Evil Horde after he was passed over for promotion in favor of Kobra Khan. Flickering his forked tongue, Tung Lashor stuns his foes with his venomous lick. Strength Agility Quickness Intelligence Looks Endurance

Name: Lady Slither Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

FLOGG Location Description: The leader of the Space Mutants. Canon1 Canon2 MOTUC: Brakk. Before Skeletor passed through the Laser Gate and arrived in the Tri-Solar System, Flogg the Terrible was the commander of the Horde’s Denebrian Space mutant goon squad. Directing operations either from his secret hideout in a Gorn Crater or from his camp city of Diobo in the Regula region of Denebria, Flogg launched raiding parties on the neighbouring planet of Primus in the name of his Horde commanders. A vain and boastful bully, Flogg’s favourite weapon is his laser whip which he calls The Sidewinder. Flogg has a nasty temper and agreed to join Skeletor as his humbled second in command in a secret bid to one day betray him and use Skeletor’s power to take command of the Horde Empire for his own! Strength Agility Quickness Intelligence Looks Endurance

Name: Lord Masque Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Kellar the Elder Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Dragoon Location: Trolla Description: A large humanoid with dragon-like features he allied himself shortly with Skeletor and planned to drain all Trollans of their magic energy. After being defeated and saved by He-Man he had second thoughts. FILMATION: As above. Canon2 RPG: Dragoons meeting with He-Man was a turning point in his life. He spent some more time on Trolla to make up for what he did. When he returned to Eternia he started travelling the world, helping people and societies in trouble. Dragoon is still far from perfect, using deadly force when he thinks it's neccessary. Strength Agility Quickness Intelligence Looks Endurance

Name: A-Zor Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Abram Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Acrobad Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Ade-Ren Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Alcon Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Alisha Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Andras Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Aquarus Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Aquata Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Aran Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Argazoid Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Artilla Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Azrog Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Baron Grod Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Barton Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Besquita Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Bird Woman Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Broom Location Description: A living animated broom. Canon1 Canon2 RPG: Broom is a sentient creature, quite happy to be the main mode of transportation for Madame Razz. He sees himself as a partner, often crucial to Razz' missions and undertakings. Strength Agility Quickness Intelligence Looks Endurance

Name: Bruar Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Butthead Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Cando Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Celice Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Ceril Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Chief Merlo Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Damon Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Deemos Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Draka Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Enchantress Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Fear-Ro Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Felca Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Gark Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Garn Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Gepple Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Gleedal Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Grot Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Haramesh Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Hoove Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Hovar Location: Eternia Description: The royal historian appointed by King Randor, Hovar spens most of his time searching through the planet's ancient ruins in order to better understand the past. He has a young son, Justin, that accompanies him on most trips. FILMATION: As above Canon2 RPG: Hovar is a good lead-in for adventure as new sites needs to be cleared of dangerous monsters, animals, plants and more. He is also a good resource for when they need to know about the past. Hovar is a widower since a few years back and keeps busy investigating ancient sites and raising his son. He works closely with Melaktha, the royal archeaologist, and Man-at-Arms. Skills: History Languages

Name: He-Slave Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Illumina Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Julie Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Justin Location Description: The 8 year old son of Hovar the royal historian is at his early age a good shot with defence lasers. FILMATION: As above Strength Agility Quickness Intelligence Looks Endurance Skills: History Languages

Name: Kareen Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Kevin Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: King Barbo Location Description: King Barbo is the King of the Darkmoon colony. He has good relations with King Randor of Eternia. He is distrustful of people until they have proven themselves trustworthy. Life on Darkmoon is harsh and has created a harsh man that has learned that quick action is neccessary for survival. Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: King Danton Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: King of Targa Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Kittrina Location Description: Coming from a race of cat-like humanoids, Kittrina is one of the cat-people's king's close associates. Impulsive, rash, highly agile and a superb combatant. Canon1 Canon2 Canon3 Strength Agility (more than Webstor Quickness Intelligence Looks Endurance Equipment: Power Rod (fires stun energy).

Name: Kor Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Korac Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Krex Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Kuduk Ungol Location Description: The predecessor of the current Sorceress. Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Lady Edwina/Amanda Location: Eternos palace, Eternia Description: A young noblewoman and a good friend of Prince Adam, she is known for her beauty and charm. Canon1 Canon2 RPG: A on and off girlfriend of Ram Man. Strength Agility Quickness Intelligence Looks Endurance

Name: Lady Valtra Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Laura Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Leon Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Lizorr Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Lord Tyrin Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Majestra Location Description: A disguise of Evil-Lyn's when using the Shaping staff to attack the royal family of Eternos. Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Mallek Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Maran Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Master Sebrian Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Melaktha Location: Usually on Eternia, scouting ancient ruins. Description: The royal archeologist, Melaktha is part of Hovar's team. Usually Melaktha is the first on site to secure the places for Hovar's arrival. Filmation: He takes on young people to help out as interns. Artefacts from his explorations are commonly held in Eternos Palace tower vault. Canon2 RPG: Melaktha and Hovar's mission is two-fold. One is to discover and learn about Eternia's past, the other to secure potentially dangerous technology and magic from falling into evil hands. He can be a quest giver. For example he might want the characters to protect him on a dangerous mission or in a trap filled ancient ruin. Strength Agility Quickness Intelligence Looks Endurance Archeology History Lore

Name: Meldoc Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance Name: Miguel Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Mikros Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Negatonik Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Oracle of the Crystal Sea Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Palos Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Pangas Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Podi Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Princess Rhea Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Queen Balina Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Queen Veena Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Queen Elmora Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Queen Zal Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Qwttzht Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Rago Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Serpos Location Description: The god of the Snake Men created by the Unnamed One. Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Sh'gora Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Sibyline Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Skytree Location: Forgotten Forest, Eternia Description: Skytree is the oldest living being on Eternia, and is a gigantic tree with a ”face” near the base. Living in the middle of the Forgotten Forest he is protected by treeprechauns. A very good hearted being he would gladly sacrifice himself for the life of another. He is the progenitor of all indigenous land plants on the planet. FILMATION: As above. RPG: Skytree fits the part of a sage. An ally of Moss Man he is unable to partake in any battle but instead helps with information. Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Snowflake Location Description: The daughter of the Snowlord, Snowflake can use ice magic.. Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance Magic: Able to create snow, ice puddles and freeze water. Vulnerable to heat.

Name: Sorrowful Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Spirit Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Spydra Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Squinch Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Starchild Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Tarrak Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Teela Na, See The Sorceress

Name: Terella Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Therin Location: Eternos palace, Eternia Description: Therin is the ambassador to Eternia from the Kingdom of Eastfen. He was once incapacitated by Skeletor when he pretended to be another ambassador from the same country. FILMATION: As above RPG: Therin is a patriot but he realizes that Eastfen owes a lot to Eternia. So while he wishes his country could be a little more independent he is thankful of its protection. In order to increase his country's independence he tries to gauge the politics of other nearby kingdoms to see if perhaps other alliances can be formed to even the balance of power. Therin spends about a third of the year at Eternos palace, a third at home and a third in other countries. Therin is pleasurable, friendly, helpful and well versed in politics. He has somewhat of a gambling habit and might drink too much at times. Canon3

Name: Tick Tock Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Torgul Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Tullamore Location: Forgotten Forest, Eternia Description: Tullamore is a treeprechaun, one of a species who dedicates themselves to protecting the Forgotten Forest and Skytree who lives there. He cares for the animals and plants and is slightly wary of outsiders. FILMATION: As above. RPG: Tullamore is one of the leaders of the Treeprechauns of the Forgotten Forest. He doesn't have direct contact with other tribes but he knows there are others in other forests. Tullamore can be a valuable ally, a source of information about his area, or he and his tribe can be a nuisance to player characters that don't respect nature. Name: Una Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Willan Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Zanthor Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Zicran Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Jeremy Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: King Stefen Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Yukkers Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name. Uncle Montork Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Snoob Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Wokrapanwooki Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Squunge Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Dr Zoog Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: The Oracle Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Spritina Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Spragg Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Sprocker Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

TRAP JAW Location: Snake Mountain Description: A villain with an iron jaw and cybernetic right arm. Mini-comics: A magical creature, commonly based out of Snake Mountain, he is one of Skeletor's most frequent collaborators. Originally from another dimension. He has had access to the Power of Grayskull. The iron in his jaw rusts really fast. Probaly one of the Lords of Destruction. FILMATION: Sent on or goes on solo missions. MYP: His jaw was destroyed by a blow from Skeletor. MOTUC: An insane criminal from the dimension of Infinita, Kronis was one of several evil warriors freed from an intergalactic prison by Keldor to holster his ranks during the start of the Great Unrest. After serving Keldor for years, Kronis grew ambitious and raised an army of his own to challenge his master. Now a powerful Overlord of Evil, Skeletor defeated Kronis breaking his jaw and arm and leaving him for dead. Found and rebuilt by Tri-Klops, Kronis was transformed by him into Trap Jaw, a man armed with combat weapons and an “iron jaw!” RPG: Trap Jaw, a gar named Kronis that spent most of his life rummaging through the ruins of ancient Eternia was severely injured by an exploding device. He used equipment found in the ruins to save himself and with time create a functioning lower jaw and a replacement right arm. He is the main expert on technology and will come up with new inventions to aid himself or Skeletor's cause. If Skeletor wasn't around, he would try and take control of his forces. Strength Agility Quickness Intelligence Looks Endurance Specialty Equipment: Cybernetic arm replacement with various attachments: Energy bow, Lasertron, Dropper (Crane), Grabber (Elongatable claw), fly swatter, stun bolts (mini-comics), Iron jaw (can chew through steel and rock) Trap jaw can eat and gain nourishment from those materials. Magical energy bonds.

Name: Game Master Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Kraggox the Terrible Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Strider Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: King Paw Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Morgoth the Terrible Location Description: Morgoth the Terrible was a powerful sorcerer who betrayed the then unknown location of Eternia to the Horde. Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance Name: Om Location Description: Om is a spacefaring being from a race born from stars. Being naturally curios they travel the universe learning and observing. Om is peaceful and will not stand for violence. Om visited Eternia (the kingdom) after having gotten an invitation from King Randor through Man at Arms space probe. Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance Abilities: Freeze clay

Name. Stretch Nek Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Vypor Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: King Torius Location Description Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Name: Molcrom Location Description: Molcrom is a weird and powerful monster of unknown origin. It seems to delight in destruction. Canon1 Canon2 Canon3 Strength: Stronger than the Battleram Agility Quickness Intelligence Looks Endurance Abilities: Powerful windgust Stonegust Eyeblast Fire extuingishing blasts MAN-AT-ARMS Man-at-arms is a heroic warrior who assists He-man against the forces of evil. Location: The Royal Palace Early mini-comics: About the same age as He-Man and Teela. His people are masters of all weapons. Man-at-arms himself is famous. The spirit of Castle Grayskull names him one of the Masters of the Universe. Lives in a stone house with thatched roof in a barren area. Mini-comics: The title is an inherited or given title which has been in Man-at-arms family for a long time. His ancestors spared Skytree. Saved the Godess and Teela and adopted her. Creator of Roboto. FILMATION: Actually named Duncan. Man-at-arms is an Etenian title. The adoptive father of Teela. Polite and respectful. Carries sword and a pistol on missions. Built Stridor. MOTUC: For two centuries, the Eternian weapons master and combat instructor to the royal family has been called the “Man-At-Arms.” Trained by the renowned tactician Dekker and a veteran of the Great Unrest, Duncan was asked by King Randor to step into this position and fortify his guard with an elite strike force, which he named The Masters of the Universe. In addition to his skills in combat, Duncan is also a great inventor and helped construct an electronic version of the Power Sword for Adam to use until he could unite both halves of the sword of King Grayskull. Man-At- Arms and his adopted daughter Teela often scout the borders of Eternia for signs of lurking evil. Duncan heroically served King Randor throughout their battles with Skeletor and the Snake Men as Eternia's chief war strategist and weapons maker. Exposed to the Serpent's Ring, Duncan was magically transformed by King Hsss into a Snake Man permanently. Under this evil spell, he used his genius to create great and horrific machines of war for the Snake Men, as they battled for control of Eternia. Eventually, Duncan was forced to battle against Clamp Champ, who had since replaced him as Royal Man-At-Arms. In their epic final duel during the Second Ultimate Battleground, Duncan was mortally wounded, but not before momentarily recovering his humanity thanks to a spell cast by his daughter Teela, the new Sorceress of Grayskull. RPG: While his real name is Duncan, he is more widely known as Man-at-arms for his wide selection and use of weapons of different kinds. He also works as a man at arms at the royal palace now, designing the armor and weapons of the military forces of the country and the more advanced defenses they possess. Man-at-Arms was originally an adventurer who took great interest in the technological artifacts of ancient Eternia. He collects technology to further his understanding, and repairs what he can, and puts it to use for himself or for Eternia. His green skin comes from wading through an ancient liquid of unknown origin. He was recruited by King Randor to work for him just before adopting Teela. Nowadays he spends most of his time in the Eternos palace, but he will go on missions with the Masters when needed. He will buy unwanted technology for a good price, and can charge energy weapons. He is 38 as of the beginning of the game. Campaign Use: Man-at-Arms is a great quest giver, and a good contact for figuring out technology. You can have him give missions to find or secure old items and test out new technology and inventions. Strength: Less than Fisto, but strong. Agility Quickness Intelligence: 22 Looks Endurance Skills: Ancient languages Archeology Chemistry Driving Mechanics Electronics Hand to hand combat Melee combat: FILMATION: Slightly better than Adam. Mounted combat Pistols Pilot Disadvantages: Allergies Equipment This lists only his personal equipment. For his other creations, they are listed in the Man-at-arms laboratory section of the Equipment chapter. Armor Mini-comics: Protects from death from falls from up to 12 meters. RPG: The armour conists of a normal plate breast plate with fur lining for comfort. It has a built in energy gun, breathing apparatus with 1 hours worth of compressed air, a temperature regulator, communicator, temperature sensor, pressure meter. Mace RPG: The ball of the maze can be launched. It is tethered to the handle by a metallic rope and can be retracted. In it's launched mode it can also serve as a bola or a flail.

ZODAK Location Description Canon1 MOTUC: An ancient and powerful enforcer for the Council of Elders, Kar-Tor studied the teachings and mystic fighting techniques of the Cosmic Enforcers and knows how to instantly identify an opponent’s weakness. After his mentor, the original Zodac, left Eternia to fulfill the Eldor’s bargain with Trolla. Kar-Tor took his place on the Council and helped lead them in battle against the Snake Men, eventually trapping King Hssss in the void with the power of his staff. Although he prefers a solitary life of meditation in the mystic mountains, when he is called to battle Zodak attacks his enemies using all the power at his command. Canon3 Strength Agility Quickness Intelligence Looks Endurance

SCAREGLOW Location Description Canon1 MOTUC: In life, Nul was a shifty bounty hunter who spent years attempting to break into Castle Grayskull, obsessed with legends that within lay the power to become Master of the Universe. In death, he was cursed and banished into the dimension of Infinita - forever chained to his past crimes. He was brought back to Eternia by a magical spell cast by Skeletor to locate the most evil warriors in the five dimensions. Provided with a Scythe of Doom, Nul agreed to join forces with Skeletor and quickly became known as “Scareglow” due to his ability to burst forth and freeze enemies with fright. Canon3 Strength Agility Quickness Intelligence Looks Endurance

GODDESS. ALSO KNOWN AS GREEN GODDESS Location: Eternia, Castle Grayskull Description: A godess of Eternia, tasked to await the coming of He-Man. Early mini-comics: Was a guardian of pre Great War technology destined for He-Man. Mini-comics: The Goddess real name is Teela and she is the clone mother of Teela, the captain of the royal guard. Since Teela is a part of her, made from her body and power she can return Teela to her body and gain her original full power. She can sense when and where she is needed. She works together with Castle Grayskull. The goddess might be the same as the Sorceress. RPG: The Goddess is a guardian of magic and technological items waiting for a legendary hero. When He-Man helped her defeat a purple shaggy monster, she thought he was him. The Goddess is one of four guardians of Castle Grayskull alongside the Spirit, the Sorceress and He-Man. The Goddess spends most of her time outside the castle watching the world, looking for threats. When interacting with the world, she does so through a physical avatar (see the Religion chapter for details) resembling a green skinned human female. MOTUC: After the death of King Grayskull, the Power of the Universe was transferred from the Sword of He to the Council of Elders, who hid it deep within his castle. Knowing the full sword was the key to channeling the power again, they split it in two to prevent it from falling into the hands of evil. For five thousand years, they waited for a worthy heir to be born. During this time their spirit guide, the creature known as The Goddess of Eternia, trained secret heroic guardians to keep the two halves of the sword separated. Many of these brave warriors took the name "He-Man" in honor of the sword they protected giving birth to many different legends of the protector of Eternia. Canon3 Strength Agility Quickness Intelligence Looks Endurance Spells: Protection from control, protection from harm, Mo-Larr Location Description Canon1 Real Name: Dr. Moe Larrstein When an impacted wisdom tooth or an infected molar threatens the oral health of anyone in the Dark or Light Hemispheres, Mo-Larr, Eternian Dentist, is called! Relentlessly dedicated to his craft, Mo-Larr has been known to travel to the gates of Snake Mountain™ itself to insist his clients keep their appointments! Whether hero or villain, it's all the same to Mo-Larr — the sworn enemy of all Eternian cavities! Canon2 Canon3 MOTUC: RPG: Strength Agility Quickness Intelligence Looks Endurance

Dragstor Location Description Canon1 Canon2 Canon3 MOTUC: Real Name: Theydon One of the fastest athletes in all of Etheria, Theydon was lured into Hordak's experimentation matrix with promises of fame and fortune. Instead, the former record-holding runner was transformed into a terrible mutation and brainwashed to become an evil Horde crony. Now half-man half-machine, he became Dragstor - the vicious maniacal speed demon. He is able to move faster than any other warrior and he even outpaces some vehicles! Dragstor loves to chase down helpless victims and drag them back to Hordak. He transforms from evil warrior to evil vehicle and in a burst of speed chases after enemies of the Horde with rip-roaring velocity! RPG: Strength Agility Quickness Intelligence Looks Endurance

Queen Grayskull, Veena Location Description Canon1 Canon2 Canon3 MOTUC: After the death of her husband, Grayskull’s widow took up the lonely duty of Guardian, residing in Grayskull’s castle to watch over the secret Orb she helped create containing the Power of the Universe. With the help of the Elders and her apprentice Sharella, she split He-Ro’s sword in two, knowing that the unified blade was the key to channeling the Power once again. While she watched over the orb, Sharella became The Goddess, seeking out brave heroes to guard the twin blades, preventing them from being combined by the hands of evil. The Guardian of Grayskull went on to protect the castle throughout her life, occasionally tapping into the Orb of Power to protect it, as she did during the battle with the Fighting Foe Men. Shortly before her death, at an extremely old age, she located a new guardian to protect Castle Grayskull’s secrets and passed on her role. RPG: Strength Agility Quickness Intelligence Looks Endurance

Ceratus Location Description Canon1 Canon2 Canon3 MOTUC: Shortly after the Great Unrest ended the Caligars and Speleans returned to their kingdoms to find their homes had been destroyed while they fought with Miro on the overside. Blaming each other for the destruction, both species were plunged into a war that would continue to ravage their kingdoms for decades. It was not until the threat of Skeletor and King Hssss emerged that Ceratus, leader of the Caligars, put aside his differences with the Speleans and joined Randor's new Eternian Council. In addition to serving in this political group, Ceratus also fought as a member of the Masters of the Universe during the Second Ultimate BAttle Ground. Leading a battalion of Caligar warriors, Ceratus fights for the freedom of Eternia. RPG: Strength Agility Quickness Intelligence Looks Endurance

Twistoid Location Description Canon1 Canon2 Canon3 MOTUC: Created by Skeletor to combat a heroic spinning cyborg built by Man-At-Arms, Twistoid is a purely robotic energy Robot that loves nothing more than to spin into battle and slam his foes like crazy. He has the ability to store up immense amounts of energy then burst out in a super spinning action plowing over warriors and taking on heroic energy powered robots and cyborgs. He carries a ball and chain, whirling sword and terror gears which he uses in service to Skeletor. Twistoid was destroyed during the Second Ultimate Battleground in a hand-to-hand spinning combat with his arch nemesis Rotar. Eventually, his robotic brain was relocated and stalled in a Roton. This self-aware vehicle became a key member of Skeleteen's evil forces in his fight against He-Ro and the Masters of Eternia. RPG: Strength Agility Quickness Intelligence Looks Endurance

Rotar Location Description Canon1 Canon2 Canon3 MOTUC: A former palace guard, Ronur was mortally injured during a battle with Skeletor's evil warriors. He was carried off the battlefield by He-Man and brought to Duncan. Using the power of his newly invented Gyro Machine, Man-At-Arms was able to transform the wounded man and enhance his fighting powers by merging him with an android Rotar body. Powered up and ready to burst back into battle, Ronur became on of the heroic Masters of the Universe! He uses his new hyper spin powers to swing into battle fighting to protect all of Eternia with his fists of fury! He often goes head to head with Skeletor's gyro man Twistoid, spinning and twisting to defeat him at any cost. RPG: Strength Agility Quickness Intelligence Looks Endurance

Squeeze Location Description Canon1 Canon2 Canon3 MOTUC: One of King Hssss’ chief lieutenants during the Great Wars, Shazzz was better known to his enemies as Sssqueeze due to his trademark "slither hold." He enjoys entangling his foes with his powerful constrictor snake arms and just can’t keep them off any enemy. As soon as a fight starts he’s in the thick of things wrapping up the first warrior he gets a grip on. Trapped in the Void for several millennia, he was at long last released along with the rest of the Snake Men Army by their descendent Kobra Khan. Finding Eternia ripe for conquest, Shazzz continues to serve King Hssss in battle. His enemies cannot escape the long arms of Sssqueeze! RPG: Strength Agility Quickness Intelligence Looks Endurance

Multibot Location Description Canon1 Canon2 Canon3 MOTUC: After being wounded in battle with the Renegade Masters of the Universe, Galen Nycoff, lead scientist of the Horde Invaders, created a robot version of himself which, like its master, could reassemble body parts in 1,001 different ways. The robot was unleashed on the enemies of the Horde during the Second Ultimate Battle ground, fighting as both a humanoid, an Attak Trak Tank and finally combined with his creator to form the Ultrabeast, a giant cyborg creature that ripped Randor’s Blaster Hawk squadron from the skies! The menacing creature was brought down by a combined blow from both He-Man and She-Ra who channeled the full Power of Grayskull to literally tear him apart piece by piece! RPG: Strength Agility Quickness Intelligence Looks Endurance

EVIL SEED Location Description: Evilseed is an evil intelligent plant being. FILMATION: MYP: MOTUC: Sero Malusto. Created by Moss Man to aide Grayskull in the Great Wars against King Hssss and the invading Horde armies, Evil Seed betrayed his master and turned to evil, finding joy in corrupting all forms of plant life for his own amusement. Catching up with his vile creation, Moss Man imprisoned him in enchanted chains, keeping him restrained for many millennia. Sero was eventually freed by Orko, whose curiosity led him to regrettably release the evil master of plants. Now an enemy of He-Man and the Masters of the Universe, Evil Seed fights to corrupt all plant life, using his twisted vines in deadly combat! RPG: Strength Agility Quickness Intelligence Looks Endurance

HUNTARA Location Description Canon1 Canon2 Canon3 MOTUC: Tara. Hailing from Silax, a planet in Despondos known for it’s accomplished hunters and trackers, Hunter quickly rose in the ranks as top of her class. Hearing of her great accomplishments, Hordak summoned the muscular, deep-voiced bounty hunter to assist him in tracking down and trapping She-Ra. Knowing the Silaxians pride themselves on their pure sense of good and evil, Hordak tricked Huntara into believing that She-Ra burned down an entire village in the name of the Rebellion. Wiling to take on almost any job, Huntara offers her trapping and fighting skills to anyone willing to pay her high prices. RPG: Strength Agility Quickness Intelligence Looks Endurance

ELDOR Location Description Canon1 Canon2 Canon3 MOTUC: R’Tendril the Wise. The great sage and wizard of Preternia, Elder arrived at a burning crater and discovered a Cosmic Warrior suffering from a strange techno virus with no memory of where he came from. Healing him in a mystic pool, Elder inadvertently and unknowingly passed the warrior’s techno infection to the entire magical planet. In gratitude for saving his life, the Warrior agreed to become Eldor’s student and help free Eternia from the Snake Men. Until his memory was restored, Elder dubbed him “Gray” in honor of Eternia’s brave king, and taught his apprentice to use a magic staff and the Book of Living Spells to defeat evil. Later Elder used the secrets of Transformation to cast the Three Towers into Sub-Turnia, awaiting a time of great Kings: when the past and future would intertwine! Eldor uses his magic as a member of King Grayskull’s Masters of the Universe! RPG: Strength Agility Quickness Intelligence Looks Endurance

ARROW Location Description Canon1 Canon2 Canon3 MOTUC: Loyal steed of Etherian Bowman Kyle Reccula, Arrow was trained from birth to soar into battle at a moment’s notice. Serving Bow with utmost loyalty, Arrow carries not only his master but several quivers full of magical arrows, each with their own unique properties. He carried Bow not many great battles both on Etheria and later on Eternia after several members of the Great Rebellion followed Hordak through the Laster Gate to aid the Masters of the Universe. During the Second Ultimate Battleground Arrow saved the lives of many heroic warriors with his swift moves through the air and the ground. RPG: Strength Agility Quickness Intelligence Looks Endurance

SWEET BEE Location Description Canon1 Canon2 Canon3 MOTUC: Beatrice Castle. Enhanced by the magic of Castaspella, Beatrice gained the ability to fly through the air like a bee. As a honey of a friend to She-Ra, Sweet Bee, became a trusted guide to the good folk of Etheria. She joined the Great Rebellion using her sky borne vantage point to spy on the evil Horde. After Hordak found a magical passage to Eternia, Sweet Bee followed him there alone with other members of the Great Rebellion, allying themselves with the renegade Masters of the Universe. Beatrice later fought in the Second Ultimate Battle Ground and led a brigade of special forces made up of both Avion and Andreenid aerial agents. Her squad fought an assault against Viper Tower helping to defend it from a fleet of attacking Rotons. As beautiful as she is fast, Sweet Bee flies ahead to report on enemy movements for her allies. RPG: Strength Agility Quickness Intelligence Looks Endurance

MADAME RAZZ Location Description Canon1 Canon2 Canon3 MOTUC: Regina Razz. Madame Razz is a Twigget witch who lives with her people in the Whispering Woods of Etheria. After the Battle of Brightmoon, she welcomed the surviving royal family and their supporters into the shelter of her magical forest. Helping to form the Great Rebellion, Madame Razz and her servant Broom went on to become core members of the Rebellion’s leadership, especially because she is only one of three on Etheria that knows Adora is actually She-Ra, Princess of Power. Often accused of being absent minded, Razz has a tendency to mispronounce her spells, sometimes leading to comical results. Despite some flaws in her magic wielding abilities, Madame Razz is a kind should who only wants to see Etheria free from the Horde’s evil tyranny. RPG: Strength Agility Quickness Intelligence Looks Endurance

FLUTTERINA Location Description Canon1 Canon2 Canon3 MOTUC: Abby De’Note. After the Horde invaded her home planet and overthrew most of the local monarchs, Flutterina was driven underground and joined with the Great Rebellion. As a member of the Beautifly Council, she was magically gifted with fairy wings giving her the ability to fly unnoticed around most foes. This skill makes her an ideal spy and reconnaissance officer. After the Horde located a Laser Gate back to Eternia, she agreed to follow along with She-Ra and several other warriors in pursuit. Flutterina eventually fell in love with Randor’s new Man-At-Arms and opted to stay with him on Eternia after the Second Ultimate Battleground. Flutterina uses her powers of flight to chase off those who make mischief for her friends. RPG: Strength Agility Quickness Intelligence Looks Endurance

ENTRAPTA Location Description Canon1 Canon2 Netflix: An inventor who initially worked with the Rebellion, but was captured by the Horde. She never cared about being captured and continued to work with the Horde, more interested in technology than good and evil. MOTUC: Es'Tra Vesselak. After the Horde invaded Etheria, Catra was sent down with the initial invasion force to assess the level of resistance. Befriending an illegitimate ruler of Brightmoon, Catra recruited Es'Tra to join the Horde and help them conquer the planet. Using her ultra-long magical hair, Es'Tra became known as Entrapta for her ability to capture enemies. Her arms, legs and torso are made from the shinest gold on all Etheria. Her hair is pink and purple and the longest of anyone in the land. When She-Ra or her friends come near to see the shiny gold of Entrapta, she traps them in her ultra-long hair. She remained with Hordak after he abandoned Etheria for his original goal- the magiks of Eternia, enough power to take command of the entire Horde Empire. RPG: Strength Agility Quickness Intelligence Looks Endurance

Battle lion Location Description Canon1 Canon2 Canon3 MOTUC: During the Great Wars against King Hsss and the Invasion Forces of Hordak, King Grayskull rode into battle on top of his fierce mount Granger, a giant lygor prince from the Green Tiger Tribe. Gifted as cub to young Grayskull for saving their home from an attack by renegade Gar pirates, Granger grew up with his master, loyally protecting Grayskull in times of peace and war. When evil threatens Eternia, Granger is enhanced by the Power of the Universe channeled through the Sword of He. As Battle Lion he wears enchanted armor that protects him against magical attacks. Battle Lion is the heroic steed of King Grayskull, loyally carrying his master into combat. RPG: Strength Agility Quickness Intelligence Looks Endurance

KARATTI Location Description Canon1 Canon2 Canon3 MOTUC: Karatti has a head as hard as the rocks of the desert region of Denebria where he lives. Unfortunately for the other evil mutants he also posses as much brain power as one of the rocks. Although armed with a laser ax, it is the terrible bone-crushing karate blows that make him so fearsome. Fortunately for the Galactic Protectors, he is as cowardly as most of the other inhabitants of Denebria and will only attack those whom he knows to be weaker than himself. He gladly allied himself with Skeletor who offered promises of power and wealth to all who aided him in mutiny against the Horde. Karatti uses his combat moves to fight the Galactic Protectors. RPG: Strength Agility Quickness Intelligence Looks Endurance

Ice-lord Ruler of a part of the Region of Ice. Has a daughter named Snowflake. Has a tame ice spider named Slush. Name Location Description Canon1 Canon2 FILMATION: Was once forced by Skeletor MOTUC: RPG: Strength Agility Quickness Intelligence Looks Endurance

Consul Ari A consul from the Golden Isles. Grandfather of Leon. Location Description Canon1 Canon2 Canon3 MOTUC: RPG: Strength Agility Quickness Intelligence Looks Endurance

LEON A human from the Golden Isles. His grandfather is consul Ari. Location Description Mini-comics: Source canon. Leon is an apprentice royal guard. RPG: Leon is now a liutenant in the royal guard of Eternia. Strength Agility Quickness Intelligence Looks Endurance

TORM Location Description: A young Darksmoke dragon, Torm is now human. He is married to Lyra, daughter of the Great Grindell. FILMATION: Origin canon. RPG: Strength Agility Quickness Intelligence Looks Endurance

LYRA Location Description: Daughter of Great Grindell, married to Torm, a former dragon. FILMATION: Source canon. RPG: Strength Agility Quickness Intelligence Looks Endurance

GREAT GRINDELL Location Description: A great magician and local ruler. He is the father of Lyra, father-in-law of Torm. FILMATION: Source canon. RPG: Strength Agility Quickness Intelligence Looks Endurance Spells: Illusions, force fields, protection of large structures, banish demons

ZIM Location Description: An elfish magician that was turned into a frog by Shadow Wing. He as a rival for the hand of Lyra, who spurned him and married Torm. FILMATION: Source canon. RPG: Turned back to elf and recruited by Skeletor. Campaign use: Zim is an excellent mid level villain. He would want revenge on Torm, Great Grindell, He-Man and Man-at-arms and forcibly marry Lyra. Strength Agility Quickness Intelligence Looks Endurance Summon demons, turn into fly,

BRAYLA Location Description: Brayla is a demon of the night, ruler of a dark realm. FILMATION: Source canon. Not mortal. RPG: Strength Agility Quickness Intelligence Looks Endurance Claws Fangs Climb Stealth Invisibility, explosive hand ray, paralyzing touch, send to home realm,

SHADOW WING Location Description: A huge green dragon and enemy of the Dragons of Darksmoke. He was imprisoned within an obelisk and later freed by the magician Zim. He attacked Darksmoke and was defeated by Granamyr who sent him to the Realm of Demons. FILMATION: Source canon. RPG: Strength Agility Quickness Intelligence Looks Endurance

BATTLE CAT Location Description: An Eternian green tiger and steed of He-Man. Canon1 Canon2 Canon3 MOTUC: A member of the Green Tiger Tribe, Cringer was saved from a Parek-Narr attack by a young Prince Adam and afterwards became his devoted companion for life. He assisted Adam during his quest to unite both halves of the Power Sword of He and afterwards was enhanced by it's power to become Battle Cat the fighting tiger of He-Man. Cringer is one of only a handful of allies who knows Adam's secret and fights alongside the other Masters of the Universe, carrying He-Man into battle against the forces of evil. RPG: Strength Agility Quickness Intelligence Looks Endurance

WUN-DAR Location Description Canon1 Canon2 Canon3 MOTUC: One hundred years before Prince Adam was born, Wun-dar, a warrior from deep in the savage underground city of Tundaria, rescued a young woman who turned out to be The Goddess of Eternia. She provided him with cosmic battle armor and a sophisticated ray gun that could tap into almost unlimited power. The Goddess tasked Wundar to protect both halves of the sword of He and keep them apart lest they fall into the hands of evil. Like many warriors before him, Wun-dar became known as “the He-Man”, battling in a savage way to keep evil from obtaining the key to the great power hidden inside the long forgotten Castle Grayskull. RPG: Wun-Dar is a legendary warrior from King Miro's Grandfather's days- Strength Agility Quickness Intelligence Looks Endurance

GYGOR Location Description Canon1 Canon2 Canon3 MOTUC: Shortly after the Great Unrest, Keldor was driven behind the Mystic Wall and Gygor, Lord of the Vine Jungle, lead an army of beast men in a series of raids against the long forgotten Castle Grayskull, believing the many tales of its great and mysterious power. It was only through the combined powers of Oo-Larr- the jungle He-Man and The Goddess that Gygor was defeated and placed in a state of suspended animation. Eventually, Hordak returned to Eternia and the savage gorilla was freed by Evil-Lyn in her attempt to bolster Skeletor's forces against the new Horde army. Gygor uses his great strength to fight the Heroic Warriors. RPG: Strength Agility Quickness Intelligence Looks Endurance

VIKOR Location Description Canon1 Canon2 Canon3 MOTUC: Shortly after King Grayskull's death, Vikor, a great warrior from the north was chosen by the Goddess to help protect the Sword of He while all of Eternia waited for a true heir to be born. Already a master of the battleaxe, Vikor's legend soon spread across Eternia as he quested to vanquish evil - battling the remaining renegade Snake Men and defending the Valley of Gnarl from the Fighting Foe Men Although his time as a He-Man was relatively short, his contribution to the legend will never be forgotten in the great archives of Eternia. RPG: Strength Agility Quickness Intelligence Looks Endurance

PANTHOR Location Description Canon1 Canon2 Canon3 MOTUC: During his exile from Eternos Palace Keldor saved a young dylinx cub from a hunter's pit in the Corridors of Lithos. The cub remained fiercely loyal to Keldor, who named him Panthor after a tribal story his Gar mother told him as a child. The purple skinned feline stayed with Keldor even after he was transformed into the Lord of Destruction by Hordak's magic. Finding a new home in Snake Mountain, Panthor is forever at his master's side, carrying him into battle or curled up at the feet of Skeletor's throne, loyally growling at any who disagree with the Overlord of Evil. RPG: Strength Agility Quickness Intelligence Looks Endurance

SWIFTWIND Location Description Canon1 Canon2 Canon3 MOTUC: A magical steed from Etheria, Spirit served Adora during her time as Force Captain of the Horde Army. Loyal to Adora, not the Horde, Spirit stayed with her after Adora learned of her true heritage and joined the Great Rebellion. Enhanced by Adora's newly acquired Sword of Protection, Spirit was transformed into She-Ra's flying mount, Swiftwind, heroically carrying the Princess of Power into battle. Swiftwind remained with She-Ra, traveling with her from Etheria to Eternia to join with the renegade Masters of the Universe in the continued fight against Hordak and his armies. RPG: Strength Agility Quickness Intelligence Looks Endurance

MIGHTY SPECTOR Location Description Canon1 Canon2 Canon3 MOTUC: John Spector. After Skeletor banished King Randor to Despondos, he seized his rightful throne and dismantled the Eternian Palace Guards. Loyal to Marlena and the Royal Household, Lt. Spector was cut off from the rest of the Masters of the Universe when he was thrown into a time portal and flung into the future. In this new time, he served King He-Man and was given a special suit reverse engineered from the Cosmic Key. Using its powers, Spector could travel into time, fighting for the Royal Family as their agent throughout Eternia's history. Spector uses his Vortex Suit to turn the tide in battle, loyally serving the King and Queen of Eternia. RPG: Strength Agility Quickness Intelligence Looks Endurance

SLUSH HEAD Location Description Canon1 Canon2 Canon3 MOTUC: This grotesque, scaly, web-footed creature from Denebria's stinking Quagmire Swamp had his head permanently encased in a plateelium dome full of the swamp's foul waters. He carries a trident spear gun and a saber axe as well as two huge mechanical tentacles for grabbing and crushing his foes. As a petty thug and pickpocket, Kalamarr bounced in and out of Prison Starr throughout his youth. Just when he began getting his life in order, Skeletor arrived on his quest to overthrow the Horde Empire. The promise of riches and power were enough to sway this mutant moron and goon squad member to Skeletor's evil ways. RPG: Strength Agility Quickness Intelligence Looks Endurance

VYKRON Location Description Canon1 Canon2 Canon3 MOTUC: Fifty years before Prince Adam was born, Vykron the Warrior fought in the gladitorial arena of Lord Choloh, ruler of the Vine Jungle. Learning from each defeated opponent, he became a master of many combat techniques and weapons. As much a chapion as a showman, he would often dress in outlandish garb to rouse the crowd and show off his skills. In his final match, he fought against the great Gygor. Before a cheering crowd, the evil fighting gorilla ripped Vykron's body in half, at long last defeating the arena champion. Following this match, Gygor claimed not only the arena championship but rule of the Jungle itself, forcing Choloh to abdicate his throne. In life, Vykron was the greatest of Choloh's gladitorial warriors, fighting in any environment at any time. RPG: Strength Agility Quickness Intelligence Looks Endurance

HORDE PRIME Location Description Canon1 Canon2 Canon3 MOTUC: Anillis Kur. Evil dictator of a galaxy spanning empire, the tyrannical Horde Prime rules from his throne on Horde World. Systematically wiping out many of the Cosmic Enforcers, Anillis gained his greatest triumph when he infected his arch enemy He-Ro with a mind wiping techno- organic virus and banished him to the far off magical planet of Eternia. Knowing his scheming younger brother's ambition, Anillis sent him on a foolish quest to ensure He-Ro was defeated, never realizing that in doing so he would set about a destined series of events that five millennia later would lead to his defeat at the hands of the twin warriors He-Man and She-Ra! RPG: Strength Agility Quickness Intelligence Looks Endurance

DEKKER Location Description Canon1 Canon2 Canon3 MOTUC: Originally a mercenary from the Dunes of Doom, Dekker switched sides during one of the early battles of the Great Unrest and fought with King Miro against Marzo's tyranny. His wisdom and courage quickly lead to his appointment as Miro's Man-At-Arms, leading and training the royal soldiers. Throughout these battles, Dekker took a young prodigy named Duncan under his wing, traveling throughout Eternia, fighting evil together. In time, Dekker (relocated/moved?) to Orkas Island, passing his title and duties to his former apprentice and sidekick. Although he now enjoys the simple life of a fisherman, the ever-present (forces?) of evil occasionally call him backto fight for justice alongside the heroic Masters of the Universe! RPG: Strength Agility Quickness Intelligence Looks Endurance

CASTLE GRAYSKULLMAN Location Description Canon1 Canon2 Canon3 MOTUC: During the Second Ultimate Battleground, Hordak and King Hssss' grand army pressed in against the allied heroes of Eternia. In the darkest moment of battle, all hop eseemed lost as many heroes fell, including Snake Man-At-Arms and Stratos. Reaching out through the Orb of Power, hidden deep inside Caslte Grayskull, He-Man and the new Sorceress used an unrepeatable spell to call upon the Power of Grayskull and infuse life into the very spirit of the castle itself. Rising from the castle's hidden Chambe of Defense: Castle Grayskullman marched into battle, swinging his dual swords of power, helping to turn the tide. RPG: Strength Agility Quickness Intelligence Looks Endurance

NEPTHU Location Description Canon1 Canon2 Canon3 MOTUC: Nephtu Sencri. A devoted servant to Count Marzo, Nepthu was devastated when his master was transformed into a powerless old man and vowed revenge. Without magical ability of his own, he spent years scouring the Sands of Fire and Sands of Time until he was also an old man. Nepthu eventually found the Temple of the Sun and within it the Sun Scarab and was transformed into a young wizard with a fervant desire to control the universe. His scarab was destroyed by He- Man, leaving him powerless, but he transformed once more when he pledged his devotion to King Hsss during the Second Ultimate Battleground. Nepthu has powerful magical abilities that include freezing energy blasts as well as the ability to block telepathy and create an entire army made out of sand. RPG: Strength Agility Quickness Intelligence Looks Endurance

MULTI-BOT Location Description Canon1 Canon2 Canon3 MOTUC: Serial Number 2312. After being wounded in battle with the Renegade Masters of the Universe, Galen Nycoff, lead scientist of the Horde Invaders, created a robot version of himself which, like its master, could reassemble body parts in 1,001 different ways. The robot was unleashed on the enemies of the Horde during the Second Ultimate Battle ground, fighting as both a humanoid, an Attak Trak Tank and finally combined with his creator to form the Ultrabeast, a giant cyborg creature that ripped Randor’s Blaster Hawk squadron from the skies! The menacing creature was brought down by a combined blow from both He-Man and She-Ra who channeled the full Power of Grayskull to literally tear him apart piece by piece! RPG: Strength Agility Quickness Intelligence Looks Endurance

DARE Location Description Canon1 Canon2 Canon3 MOTUC: After He-Man returned to Eternia following the apparent defeat of Skeletor, he at long last wed his childhood friend and sweetheart Teela. Together they ruled over a peaceful Eternia, free at last from the factions that had fought over it for so long. But in his distant dimensional prison, the Unnamed One re-amassed power. With the help of Evil-Lyn’s son, he was released and struck out against guardians of the Sword of He. Dare, the teenage son of Adam and Teela, took his rightful place and claimed his father’s sword, becoming the new He-Ro, named for the legendary Wizard Warrior of Preternia. Using the Sword of Power, He-Ro fought the Unnamed One, eventually slaying him with the very power he once sought to control RPG: Strength Agility Quickness Intelligence Looks Endurance

Name Location Description Canon1 Canon2 Canon3 MOTUC: RPG: Strength Agility Quickness Intelligence Looks Endurance

Known names without descriptions

CREATURES OF THE UNIVERSE This chapter details all beings that is known to exist in the Universe, except for those that we know of from earth, and those species described in the character creation chapter. A few earth beings get full write ups since they are so common, and likely to be a part of the game, like horses. After the descriptions there's a section on how to make your own creatures, or change existing ones to surprise your players.

KRAKEN The largest sea monster on Eternia. Red skinned 20 meter tall dragon with 4 arms. Canon1 Canon2 Canon3 Strength: Breaks through high speed ships armor easily. Cal hold He-Man a short time. Agility Quickness Intelligence Looks Endurance Beak 4 limbs

SHADOW BEAST Empathic Eternian humanoid monsters with light brown purplish fur, these beast senses other beings emotions and echo them. RPG: Shadow beasts are large humanoids intelligent enough to understand languages although they themselves communicate through gestures and grunts. They are common throughout Eternia but not generally dangerous. They can pick up strong emotions and thoughts of telepaths which will influence their mood. They prefer to stay out of direct sunlight as it hurts their eyes. Their intelligence allows them to fashion crude tools, similar to a stone age civilization. FILMATION: Source canon. One of the types of beasts that Beast Man employs. MYP: Shadow beats have black fur and are afraid of light. MOTUC: Great ape-like beasts who live in tribes throughout the dark hemisphere. Shadow Beasts can only come out in the absence of light. Originally created by Count Marzo, as a weapon to use against his enemies, the beasts were driven back by Princes Keldor and Randor and forced to reside in the shadow of Mount Barathrum. There they developed a long standing hatred of both the Human and Gar race. Easily manipulated, the ever growing colony of Beasts was later controlled by Beast Man in the service of Skeletor to take down Eternos Palace. With their great strength and stealth- like appearance, Shadow Beasts are more than a match for most heroic warriors! Strength: Strong enough to dent the Attack Traks armour (FILMATION) Agility Quickness Intelligence: 5 Looks Endurance Horns

DRAGONS Dragons are a varied species of lizards with the ability to breathe various harmful substances. RPG: Dragons come in many different forms, from small mini-dragons useable as pets to enormous aggressive and intelligent monsters. Besides being lizards, they have few common traits. Each subspecies is therefore detailed separately below. Canon2 Canon3: Darksmoke dragons made a deal with Castle Grayskull to not reveal their location, or they would bring their terrible wrath on Eternia. One member, their oldest is Granamyr, detailed in the People of the Universe chapter.

Mini-dragons Strength Agility Quickness Intelligence Looks Endurance

Red dragons Strength Agility Quickness Intelligence Looks Endurance

Darksmoke dragons Strength Agility Quickness Intelligence Looks Endurance

White dragons Strength Agility Quickness Intelligence Looks Endurance Green dragons Strength Agility Quickness Intelligence Looks Endurance

Purple dragons Strength Agility Quickness Intelligence Looks Endurance

DEMONS Demons are a species with many varied races, hailing from the dimension known as the Realm of Demons. The common traits are evil, and humanoid shape. Apart from this there's few commonalities. This section therefore list all known abilities and provide a few sample demons. Specific named demons are detailed in the Persons of the Universe chapter. Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

BUSHTAIL Small warm pink squirrel with mohawk. FILMATION: Source canon. RPG: Bushtails are a semiintelligent species of squirrel at home in forested areas of Eternia. They are playful, unafraid and resourceful. While they often wander around alone, they are generally organized as small communities of family units and come together in the evenings. They are capable of using items as tools when needed, and will keep track of useful tools, and teach their young what they have learned. In most civilized nations the species is protected. Strength Agility Quickness Intelligence Looks Endurance

Skeletor's Hover robots/Robot Knights Fires rays from eyes Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

RAZORFINS Eternian red sea snakes, about 10 meters long. Can eat through anything. RPG: Variations on the razorfin can be found through most of Eternias oceans except the arctic regions. They are aggressive predators that will stop at almost nothing until they've caught their prey. Their teeth and digestive system makes it possible for them to chew through even thin metal and thick wood. They are dangerous to anything in the water but don't seem to care about surface animals and sea going vessels. FILMATION: Source canon. Mer Man once made robotic Razorfins. Strength Agility Quickness Intelligence Looks Endurance

ICE HACKERS Eternian polar beast, looks like a cross between a polar bear and a cat. Fangs and claws. Upright. RPG: There are two different species both called ice hackers. One is a feline species while the other is similar to a rodent. The feline version exists in both polar regions while the rodent one only lives in the Ice Mountains. The rodent Ice Hacker is more social and will accompany other beings such as trolls on occasion. The rodent is about as tall as a woman while the feline is about half a meter higher than that. FILMATION: Source canon. Mini-comics: Source canon. Location:

Feline Ice Hacker Strength: Strong enough to hurt and hold He-man. Agility Quickness Intelligence Looks Endurance

Rodent Ice Hacker. Strength: Strong enough to hurt and hold He-man. Agility Quickness Intelligence Looks Endurance

TREEPRECHAUNS Forest guardians in the Forgotten Forest. Short blue skinned and haired humanoids with big noses and pointy ears. FILMATION: Source canon. Can summon and ride horned wolves. Canon3 Strength Agility Quickness Intelligence Looks Endurance

White Hole Octodragons RPG: FILMATION: Strength Agility Quickness Intelligence Looks Endurance

Trollan snake Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Trollan lizard Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

Torg cave beast Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance Spydosaur A six-tentacled sea snake that lives in tropical seas in the Sands of Time. Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence Looks Endurance

HELI-BEE ex Burbie A flying beelike creature up to a meter in length with a rotortail and a short snout. FILMATION: Source canon. RPG: Burbies are not dangerous as long as their hives aren't threatened. They can spit a sticky smelly substance and try to repel intruders by pushing them away. Their hives are a family grouping started by a queen. They spend most of their time outside of the hives, looking for food. Their hives are large structures built in treetops or caves and contains hundreds of them. Heli-bees kan be kept as pets. They need to be lured in by keeping a small continous source of their favorite food during the summer season. After they choose to stay one needs to make them comfortable with company for a few days. The heli-bee is a loyal pet if treated well and will try to protect its owner. Location: Eternias temperate to warm southern climes, in forested regions and deserts. Strength Agility Quickness Intelligence: 12 Looks Endurance

”Pokies” Small, cute creatures that live in X Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence: 12 Looks Endurance

Ice Spider Large cold resistant spiders normally found in the Region of Ice. They can be tamed and learn to accept commands. FILMATION: Can be tamed. Location: Eternian arctic Strength Agility Quickness Intelligence: 12 Looks Endurance

Magical guardian hounds Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence: 12 Looks Endurance Fire breath, teleport

Starborn Om's race. Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence: 12 Looks Endurance

Snake Mountain Flying Lizard (Three on a dare) Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence: 12 Looks Endurance

Guardian Mushroom Guardian Mushrooms are large pink mushrooms with purple stems native to the Mystical Forest. When there's movement nearby, they grow and swell from about 50 cm to 2 meters, which may trap beings. Canon1 RPG: Escaping is easiest done by stopping to move, which isn't obvious to those that don't know how the mushrooms works. FILMATION: Native to the Mystical Forest. It's easy to escape. Strength: 12 Agility Quickness Intelligence: 0 Looks Endurance Tremor sense

Man-eating flower This type of man-eating flower is about as large as a human, with a wide bulbous flower at its center. It has several long branches within the flower part which it tries to snare nearby beings, and put them inside the flower for consumption. Canon1 Canon2 FILMATION: Mystical forest Strength: 12 Agility Quickness Intelligence: 0 Looks Endurance Tremor sense

Gids/Gadge monster (Battle cat) Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence: 12 Looks Endurance

Spined deer (Batlle cat) Canon1 Canon2 Canon3: Mount Teller Strength Agility Quickness Intelligence: 12 Looks Endurance

Sabre cat Canon1: Afraid only of Mandakores. Canon2 Canon3 Strength Agility Quickness Intelligence: 12 Looks Endurance

Etherian horse Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence: 12 Looks Endurance

Orks Mini-comics: Short red skinned humanoids with two fingered, clawed hands and three clawed feet. Some work for Skeletor. Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence: 12 Looks Endurance

Purple shaggy monster (from He-Man and the Power Sword) Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence: 12 Looks Endurance

ZOAR Mini-comics: A he. Can speak. Canon2 Canon3 Strength Agility Quickness Intelligence: 12 Looks Endurance

Spirits of Air Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence: 12 Looks Endurance

Beast-manlike underlings of Skeletor (The Power of Point Dread 1) Orange furred humanoids who can use technological weapons. Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence: 12 Looks Endurance

Glorm 4 armed humanoid beasts. Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence: 12 Looks Endurance

Trolls Canon1 Canon2 FILMATION: Arctic, blue skinned humanoids with access to high tech weapons. Have their own society and thinks their language is the tounge of Eternia. Guards Granamyr. Strength Agility Quickness Intelligence: 12 Looks Endurance

Giant Spider Mini-comics: Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence: 12 Looks Endurance Fresh water monster squid from Masks of Power Mini-comics: Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence: 12 Looks Endurance

Tusked sea squid from Story with Shezar Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence: 12 Looks Endurance

Fresh water sea serpent from Masks of Power Mini-comics: Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence: 12 Looks Endurance

MANTICORE A feline monster with a dangerous tail. RPG:Three different types of beings with some similar traits are all called manticores. One is more common, usually found in rocky regions, while the other is so rarely seen as to be thought a legend. FILMATION: Brown furred bipedal feline-lizard hybrid, about 9 meters tall. Attacks with horned tail. Mini-comics: Legendary beast, guarded Skytree. Has poison spiked stinger. Ladybird: Has a poisonous scorpion tail and wings. Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence: 12 Looks Endurance Man-eating plants Mini-comics: Most commonly found in swamps. Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence: 12 Looks Endurance

Spined cat (from Search for the VHO) Mini-comics: Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence: 12 Looks Endurance Horn Fangs

Giant centipede (from Search for the VHO) Mini-comics: Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence: 12 Looks Endurance Mandibles spikes

Lizard bird (from Search for the VHO) Mini-comics: Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence: 12 Looks Endurance Flight

Horned wolves from Dragon's Gift animated Mini-comics: Canon1 Canon2 Canon3 Strength Agility Quickness: As Battle Cat Intelligence: 12 Looks Endurance Horns

GRIFFIN Mini-comics: Canon1 Canon2 MOTUC: Griffins, great flying beasts originally brought to Eternia by Star Merchants, broke free and lived in a wild colony deep in the Vine Jungle. Here they were once again enslaved, becoming the steed of choice for the savage Beast Men living in their treetop villages. Raqquill Rqazz, a Beast Man serving Skeletor from Snake Mountain often calls upon serveral Griffins to carry him and his master into battle. During the Second Ultimate Battleground, several hundred Griffins were commanded to attack Grayskull Tower, hoping to weaken the Master's defense perimeter. Soaring high above Eternia, Griffins bring terror to those below! Strength Agility Quickness Intelligence: 12 Looks Endurance

HORDE TROOPERS Mini-comics: Canon1 Canon2 MOTUC: In his factories on Etheria and later Eternia, Hordak mass produces countless robot enforcers. Each is dressed in armor similar to the foot soldiers of his home planet Horde World. Linked to a central computer brain, Horde Troopers can be programmed to follow any evil command they are given. With the robotic strength to overpower all enemies of his empire, Hordak's troopers are more than a match for most enemies. On command from their master, the vicious troopers attack heroic warriors until He-Man lands a powerful punch causing them to fall apart! Strength Agility Quickness Intelligence: 12 Looks Endurance

HOVER ROBOTS Mini-comics: Canon1 Canon2 MOTUC: During his campaign of terror against King Randor's Masters of the Universe, Skeletor often utilized Robotic Hover Drones to carry out his evil stratagems. Based on a design he pilfered from his dark arts teacher, Hordak, Skeletor's drones were more agile than his mentor's and carried a built in hover field to increase their mobility and durability. Hover Robots will effortlessly carry out any order - including self destruction! These techno-bots of terror carry a variety of weapons, including laser rifles, bad blasters and net lassos. Often on the front lines of battle, Hover Robots confront the Masters of the Universe in endless combat. Strength Agility Quickness Intelligence: 12 Looks Endurance

SKELCONS Mini-comics: Canon1 Canon2 MOTUC: The Skelcon were a primitive but highly adaptable race of horned demons who dwelled in the dark corners of the Dimension of Infinita and worshiped the bones of their ancestors until a summoning spell, cast by Skeletor, brought them to Eternia. Magically bound to his commands, the Skelcon served as Skeletor’s foot soldiers, wearing skull masks and wielding weapons built from the bones of their dead. During a battle with Hordak, the Skelcon were returned to Infinita, but Skeletor’s power over them remained. Strength Agility Quickness Intelligence: 12 Looks Endurance

Aarborian doublesnake Mini-comics: Marvel comics: Source canon. Canon2 Canon3 Strength Agility Quickness Intelligence: 12 Looks Endurance

Aarborian duosnake Mini-comics: Marvel comics: Source canon. Canon2 Canon3 Strength Agility Quickness Intelligence: 12 Looks Endurance

Gork FILMATION: Trollan bear like creature with three eyes and a fondness for scented plants. Mini-comics: Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence: 12 Looks Endurance

MOLCROM Mini-comics: Canon1 Canon2 Canon3 Strength Agility Quickness Intelligence: 12 Looks Endurance

Creating new creatures

The common persons view A commoner on Eternia For a normal person living on Eternia life is not dissimilar to what life was like for a person from early medieval Earth. For a commoner, while he knows of good and evil forces, he will never be a witness of any great events. For a commoner, life is about making sure one and ones' family has food year round, in order to survive. Usually this means working fields, tending animals, giving service to ones god or gods. Now, if you happen to be a commoner living near any of the more important places on the planet such as Eternos palace, life is a bit different. Your life is still about surviving, but you will probably have seen the heroes and villains others have only heard about. You know that there is a low intensity conflict between King Randor and Skeletor. What keeps you there is your extended family and the fear of the unknown. If you relocate to a different place, what certainty is there that their might not be other dangers? On Eternia a commoner might face evil humanoids, wandering monsters and weird magical phenomena. This has resulted in a people that are usually prepared to defend themselves

A commoner on Primus

A commoner on Etheria

Magic vs technology

The really rare stuff from the ancients.

HISTORY OF THE UNIVERSE This is one section in which you will find most of the differences between canons. I have decided to treat each canon as a separate universe and only the RPG and Classics timelines are attempts at reconciling some of the differencies and inconsistencies. Some of the canons have sections that are compatible but I leave it up to you to decide what parts you want to use in your game. First up is a short history timeline of what is assumed to be common events. That one is followed by the canon specific timelines. Lastly the events are explained.

The RPG timeline Creation of the universe The rise of the Horde Empire Preternia 2220 Humans from Earth launches the Starfinder program The great war Avion's founding The empire. It's growth and fall. Eternos founding (Eternos city was founded by King Randor's grandfather, and a ”simple” wooden palace erected.) The Ork War (40 years before the now) King Miro. A stone castle is built. 2100 Marlena's space flight King Randor. A palace starts being built. 12000 He-man's and She-Ra's birth The Count Marzo uprisings Keldor's apprenticeship Skeletor's arrival on Eternia She-Ra and He-Man's kidnapping Etheria's imprisonment The Great Rebellion He-Man's return to Eternos She-Ra's awakening The now of the game The Snake Men returns and are defeated The Horde defeated Palace finished Travel into the future Building/rasing of the mono rail. He-Man and Teela marries. Randor's death Skeletor's defeat Marlena's death He-Man starts to wind down Reign of King He-Man Birth of Dare/He-Ro II. The future (The cosmic diaspora from the Horde, the remnants of the Empire, new threats, the Space mutants vs the Tri-Solar system, palace of Eternia and the Etenian monorail.

Descriptions of all events This section details all events. Those that are unique to one or more canons are marked as such in the headline/title. All others, the differences are described in each description.

Creation of the universe The universe is created by powerful beings, perhaps gods, and the last remnant of creation, the Starseed is placed in the centre of Eternia, the planet at the centre of the universe. Classics: RPG: The creator gods were more like cosmic forces of nature, albeit with a will. As the universe expanded they were divided into smaller and smaller beings. With each new generation they became more self aware, gained more of a distinct personality but lost some power. The gods are detailed in the chapter on Religion.

The rise of the Horde Empire Through conquest the Horde Empire expands, first across it's home planet and then to other solar systems across the Milky Way galaxy and others.

Preternia Similar to Earth's past, Eternias ancient times have dinosaurs and other creatures not present in todays world. A techno organic virus spread, creating cybernetic creatures with strange abilities that were sometimes tamed as steeds or used in battle. He-Ro and X are considered to be the origins of the bond between select champions of the Power of Grayskull. The Snake Men and Horde first appear on Eternia. Classics: RPG: MYP:

2220 Humans from Earth launches the Starfinder program (MOV, RPG, Classics) The Starfinder program was Earth's first interstellar mission tasked with finding habitable planets around another solar system. It was deemed a failure when it's first craft fell into a wormhole. The program would be relaunched under a different name two decades later after having concluded that the wormhole event was a fluke. 2220 Marlena's space flight (RPG, from early story development) Classics: RPG: Captain Marlena Glenn and her crew cumputer expert Evelyn Powers, mechanic Biff Eastman and sensor specialist Thomas Edward Skope are sucked through a wormhole created by the Great War and crashes on Eternia. The magic of the planet feeds of the evil and ill intent of her crew transforming them into the persons now known as Evil-Lyn, Beastman and Triklops. The great war Fought between great forces (perhaps the technologically advanced Eternians and the Horde Empire) the weapons used tore holes in the fabric of the universe and destroyed the civilization. RPG: Fought by Eternians and Horde Empire. Ended when the council of Elders decided to use the Eternity bomb, deciding between the destruction of their civilization or the destruction of all living beings on the planet and the Secret of Grayskull falling into the Horde's hands. The war is named after the effect it had rather than the length. The main conflict was just under a month, of intense full scale, land, sea, air and space combat with more than a billion dead before it ended.

Avion's founding

The empire (RPG) The empire grew from smaller realms until it dominated the central light hemisphere. Eventually wars, technological advances and political differences made it split into smaller regions again.

Eternos founding RPG: The city and palace was founded by ancestors of King Randor. Originally simple stone, wood and clay buildings, over the course of time it has changed and grown into what it looks like today.

The Ork War (40 years before the now)

12000 He-man's and She-Ra's birth RPG: Hordak sends Skeletor to kidnap the prince, but he only succeeds in capturing She-Ra. A later attempt also fails but He-Man is separated from his parents and lives in a jungle tribe for many years.

The Count Marzo uprisings

Keldor's apprenticeship (MYP, Classics) Prince Keldor studies magic and is contacted by Hordak who teaches him powerful magic in exchange for his freedom from Despondos. RPG: Prince Keldor is not Skeletor in the RPG setting, but was absorbed by him at a later date, gaining his knowledge.

Skeletor's arrival on Eternia Through a rift in the Universe, Skeletor, one of a demoic race of beings finds Eternia, becoming one of its greatest foes. Classics: Mini-Comics: MYP:

She-Ra's kidnapping

Etheria's imprisonment

The Great Rebellion

The Snake Men returns

The Horde defeated Travel into the future

Skeletor's defeat

Reign of King He-Man

The future (The cosmic diaspora from the Horde, the remnants of the Empire, new threats, the Space mutants vs the Tri-Solar system

In the Beginning • Before the beginning of time the Gods of the multiverse convene in the Hall of Power to create the Five Dimensions – the Dimensions of Eternia, Despondos and Infinita, the Timeless Dimension of Trolla and the Nameless Dimension • After the completion of creation the Gods cast their aura - the Power of the Universe - across the universe as a great wave of raw creation power, giving rise to all forms of life and intelligence. • Before they leave the universe the Gods hide their magic in the form of a star – the Star Seed – deep within the core of a small planet at the center of the Dimension of Eternia – the planet Eternia • The immortal four-armed giant Procrustus is tasked to guard the Star Seed and the Gods’ Magic within Eternia’s core • Over millenia the Gods’ Magic slowly seeps out, blessing many wise Eternian wizards with the power and wisdom to control and tap into these great magic energies for both good and evil • The Overlords of Trolla on the other hand start to harness the Aura of the Gods also known as the Power of the Universe • The Overlords of Trolla use the Power of the Universe to become immortal and vow to maintain neutrality in all Five Dimensions • Sensing how dark the Dimension of Despondos is, the Overlords of Trolla use the Power of the Universe to create a being of formless light – Light Hope • The Overlords of Trolla send the being of light to Despondos to bring hope to those trapped there • The being of light settles on the Planet Etheria, turning the small planet into a lush paradise and protecting it with magic against an otherwise dark dimension • The Unnamed One tries to steal the Power of the Universe The Overlords of Trolla therfore hide and contain the Power of the Universe inside of a great Sword, the Sword of He, after the Trollan word for Power. • • ------• The Snake Men • The Arachna are a dominant race on Eternia • A hybrid of three cold-blooded alien races, the Snake Men are spliced together and bred by the Unnamed One to serve as loyal foot soldiers in his ever-growing army. • Sensing Eternia is the secret location where the Gods’ Magic is hidden, the Unnamed One raises an army of Snake Warriors to raid it - hoping to seize the magic for his revenge • The Unnamed One chooses the Viper Lord Hssss to lead several batallions of Snake Men from the Nameless Dimension to to Eternia • The Arachna are driven underground by the Snake Men • King Hssss rules Eternia for three centuries • ------• The Horde Empire • The Horde Empire rises • The Cosmic Enforcers are founded • In every generation the Overlords of Trolla recruit a Cosmic Warrior to fight Evil and give him the Sword of He • The Cosmic Warriors are assigned a Trollan guide to watch over and advise them. • The Great Prophecy becomes known: One day Twin Warriors will defeat the Horde Empire and restore peace to the Universe. • Annilis Kur, the Horde Prime, rules the Horde Empire from Horde World • Horde Prime systematically wipes out many of the Cosmic Enforcers • Ro receives the Sword of He from the Overlords of Trolla to combat evil - he becomes the Cosmic Warrior He-Ro • He-Ro battles Hec-Tor Kur and Horde Prime • The Horde Empire kidnaps Grizzlor and erases his memories to make him serve loyally in their armies • The evil scientist Galen Nycroff from the Tri-Solar system is incarcerated in Prison Starr for scientific crimes against the galaxy On Prion Starr Nycroff constructs a device which allows him to divide his body into pieces, with each part endowed with his own evil consciousness. Nycroff escapes from Prison Starr to Horde World On Horde World Nycroff realizes he can now mix and match parts in thousand different ways. Now known as Modulok becomes chief technician for Hec-Tor Kur. • • Catra is the disputed monarch of the Tri-Solar-System • Catra joins the Horde Empire. She is given a magical mask that allows her to transform into a panther • The Kribleen insectoid vampire from the Bluubux Galaxy, Mosquitor joins The Evil Horde • The Rebrunk Nurus from Phelibio IX, Mantenna joins the Evil Horde as spy and scout • ------• Preternia - The Great Wars • 300 years after the arrival of the Snake Men, D’Vann Grayskull is driven to rebel against the oppressive rule of the Snake Men when his brother is captured and eaten. • Grayskull is named king and rules along with his wise council, the Council of Elders • Zodac Zur becomes a member of the Council of Elders • The Ruler of Zalesia (the future Faceless One) becomes a member of the Council of Elders • Kar-Tor (the future Zodak) becomes an Enforcer for the Council of Elders • King Grayskull entrusts the Ruler of Zalesia to guard the Havoc Staff and the Ram Stone. • The Council of Elders uncovers that the Twin Warriors of the Great Prophecy will be born on Eternia. • ------• He-Ro vs. The Horde • During battle, He-Ro is infected with a mind wiping techno-organic virus and sent through a vortex to Eternia by Horde Prime. • He-Ro’s techno virus spreads across Eternia, infecting the planet and causing it to stand out in the universe as a planet mixed with both magic and technology • Knowing his ambition Horde Prime sends Hec-Tor Kur on a foolish quest to ensure He-Ro is defeated • Horde Commander Hec-Tor Kur travels to Eternia in search of He-Ro. He is accompanied by Horde Warriors like Grizzlor, Modulok and Catra • On Eternia Hec-Tor Kur takes the name Hordak • Hordak raises an army and challenges the Snake Men • Hordak drives the snake army into hibernation • With a magic spell Hordak calls Leech from the depths of the Lake of Gnarl • Hordak's Lead Witch mind wipes Leech. Leech joins the Horde • Eldor heals He-Ro in a mystical pool which absorbs the techno-organic virus. • He-Ro swears to help free Eternia from the Snake Men and Horde invaders. • ------• The End of the Great Wars • He-Ro joins forces with King Grayskull and together they defend the Free People of Eternia • He-Ro's and King Grayskull's combined might becomes a beacon of hope, bringing together the greatest warriors from across Preternia. • Moss-Man becomes an ally to King Grayskull • Sir Laser-Lot becomes one of King Grayskull's knights • Granamyr is the Ruler of Darksmoke • The Dragons of Darksmoke fight in many epic battles against King Grayskull and the Snake Men • The Great Black Wizard creates a magical half human/half dragon, Draego-Man • Draego-Man is shunned by Granamyr and allies himself with the Free People of Eternia • Snake Face is enchanted with the ability to turn his enemies into stone by the Great Black Wizard and quickly brought into Hssss' inner circle. • Tytus’ herd of dinosaurs begins developing strange techno parts • Tytus and other giants join King Grayskull in battle against the Snake Men and the Horde • Megator is recruited to lead Hordak's troops • The Truce of the Three Towers: All three sides in the war, the Free People, the Horde and the Snakemen, agree to a temporary truce in order to construct the Three Towers of Eternia (Central Tower, Grayskull Tower and Snake Tower) • Draego-Man becomes so disgusted with the humans because of the truce that he leaves civilization and lives as an outcast in the Caverns of Rakash • During the truce Tytus builds Grayskull Tower • The Ruler of Zalesia breaks the Elder's treaty with King Hssss not to produce any heirs by marrying and having a daughter - Evelyn • The Ruler of Zalesia becomes the Faceless One: He is stripped of his humanity and condemned to never leave Zalesia • Zalesia is destroyed by Serpos • The Faceless One asks He-Ro to use the power of Central Tower to send his daughter Evelyn into the future • ------• The First Ultimate Battlegound • Independently He-Man and Skeletor arrive back in Preternia after travelling back in time using the Central Tower • He-Man allies himself with King Grayskull and He-Ro • Hordak betrays King Hssss • Hordak attempts to defeat the snake men and at the same time break apart Eternia using the spell of separation in order to access the Magic of the Gods. • The spell of separation is thwarted but Procrustus is forced to literally hold the planet together remaining forever at the planet's core • He-Man turns the tide in the first Ultimate Battleground • Hordak defeats King Hiss momentarily • He-Ro heroically sacrifices himself to save King Grayskull's life and Hordak mortally wounds He- Ro • King Grayskull chops off Hordak's right arm in revenge • Upon his heroic death He-Ro bequeaths the Sword of He to Grayskull, a destined guardian of the sword, to ensureonly those with great strength, courage, wisdom, and compassion would wield the sword • Eldor casts a spell to sink the Three Towers into Subternia to protect their secrets • Megator dies during the First Ultimate Battle Ground, caught in the iron jaws of Central Tower when the Three Towers were enchanted to sink into Subternia • He-Ro's funeral is held • With the knowledge on how to defeat the Snake Men He-Man returns to his time • Hordak defeats King Hiss momentarily • To safeguard the power source of the Sword of He and protect the kingdom, King Grayskull orders a great fortress to be erected • With the help of Tytus and the giants Castle Grayskull is constructed from a single enchanted stone, which is sculpted into a giant skull • Towers and walls are later erected around the Skull Stone and the Elders protect Castle Grayskull through their magic • Fang Man and Skeletor arrive from the future using the Wheel of Infinity • Fang Man uses the Dragosaurs to try to stop Castle Grayskull from being built • He-Man thwarts Skeletor's plans to stop the construction of castle Grayskull • Skeletor abandons Fang Man in the past • Fang Man resides with his ancestors on Dragosaur Isle, waiting for the return of Skeletor • Towers and walls are erected around the Skull Stone and the magic of the Elders protects Castle Grayskull • ------• King Grayskull's Death • 5,000 years before our time: King Grayskull banishes Hordak and his forces to Despondos • King Grayskull falls before Hordak’s magic, but with his last breath magically passes his essence into the Sword of He, ensuring that only his heirs can wield the “Power Sword” and tap into the Power of the Universe • King Grayskull becomes the Spirit of Grayskull. As a spirit he stays hidden inside Castle Grayskull • Hordak starts to wander through Despondos for several hundred years unable to return to Eternia • The Council of Elders strike a secret bargain with Overlords of Trolla: In return for keeping the Power Sword on Eternia, one member of the Elders has to join the Cosmic Enforcers • The Council of Elders splits the Power Sword in two and the Power of the Universe transcends into a great orb the Council hides deep within the abyss below Castle Grayskull • King Grayskull's devoted and loving widow is selected as protector of Castle Grayskull and becomes the first Sorceress • One of King He-Man's time agents arrives from the future • King He-Man's time agent brings Sir Laser-Lot to the future • ------• Defeat of the Snake Men • Zodac retains his human form but leaves Eternia to fulfill the Elder’s bargain with the Overlords of Trolla and becomes a Cosmic Enforcer • Kar-Tor (Zodak) takes Zodac Zur’s place on the Council of Elders • Zodak helps lead the Council of Elder’s into battle against the Snake Men, • With the power of his staff Zodak and the Elders trap King Hiss and his Snakemen in the Void • ------• Between Times • Castle Grayskull fades from memory into legend, but still protects the hidden power of the Universe and the secrets of Eternia from evil • The Goddess of Eternia, the spirit guide of the Council of Elders, begins to train "He-Men" - secret heroic guardians who are tasked to keep the Power Sword separated • Vikor is chosen to protect the Power Sword and battles the remaining Snake Men • A group of renegade pirates, known as the Fighting Foe Men, take over the Valley of Gnarl and all the surrounding territories • The Fighting Foe Men build great machines like the Roton and Talon Fighter to terrorize the populace • Vikor defends the Valley of Gnarl from the Fighting Foe Men • The Fighting Foe men are eventually defeated by Vikor, and cast into a glacier magically frozen for over five thousand years • The Gar start to create their tech vest armor • After the Great Wars the Gar terrorize Eternia • The Gar Witch Shokoti is the most powerful sorceress of Eternia's dark hemisphere • Shokoti plans to cover the entire planet in darkness • Fearing her plan the Gar lure Shokoti into the sunlight and bury her with her beast companion in the House of Darkness. • Karak-Nul is cursed and banished to Infinita • The Star Merchants bring griffins to Eternia • The griffins break free and live in a wild colony deep in the Vine Jungle • The savage Beast Men of the Vine Jungle enslave the griffins • 200 years before our time: The first Man-At-Arms • 100 years before our time: Wun-dar rescues the Goddess of Eternia • The Goddess of Eternia tasks Wundar to protect both halves of the Power Sword. • 50 years before Prince Adam is born: Lord Choloh is ruler of the Vine Jungle • In the gladiatorial arena of Lord Choloh Gygor defeats the arena champion Vykron and rips his body in half • Gygor claims not only the arena championship but also rulership over the Vine Jungle itself, forcing Lord Choloh to abdicate his throne • Sy-Klone is chosen as Protector of the Legacy Stones and Last Defender of Anwat Gar • Teela'na grows up in a small Eternian village • Teela'na helps defend her people from a Horde Scout ship • The Sorceress of that time chooses Teela'na to take up the Sorceress title and defend Castle Grayskull's secrets for the next generation • Scychor and his partner Kronis roam the galaxy as a mercenaries and professional thieves. • Kronis betrays Scychor and throws him from a Boa Jet while escaping from Horde Patrol Units. • Scychor is healed by rogue scientists by preserving his organs in a robotic chest and his brain in a cyborg skull and becomes Cy-Chop • ------• Two Brothers • King Miro’s first son Keldor is born • King Miro’s second son Randor is born • Evelyn, the daughter of the Faceless One, arrives from the past and is raised by her father • Keldor saves a young dylinx cub from a hunter's pit in the Corridors of Lithos. He names the cub Panthor • Evilyn leaves the ruins of Zalesia and takes the name Evil-Lyn • Hordak discovers the power to project his spirit back to Eternia • ------• The Great Unreast - The Count Marzo Uprisings • Count Marzo creates the Shadow Beasts as a weapon • Marzo stages a series of strategic uprisings across the planet and challenges King Miro for his crown. • Originally a mercenary from the Dunes of Doom, Dekker switches sides during one of the early battles of the Great Unrest and fights with King Miro against Marzo's tyranny. • Due to his wisdom and courage Dekker is quickly apponted as Miro's Man-At-Arms, leading and training the royal soldiers. • Dekker takes Duncan under his wing • Duncan's older brother Malcolm serves under King Miro • Malcolm is wounded in battle and stricken with magical amnesia • A Pelezeean thief named Odiphus helps the Warlord Prahvus destroy the defensive weapons of a Pelezeean village • Odiphus is banished from his village • Malcolm settles in the Mystic Mountains in a mining settlement • Unable to defeat the King's army, Marzo uses his magical amulet to banish Miro to Despondos. • Randor and Keldor join together and defeat Marzo • The Elders trap Marzo in the form of a powerless, old man. • Marzo's follower Nepthu vows revenge and starts to search the Sands of Fire and Sands of Time for years • Keldor and Randor drive back the Shadow Beasts into the shadow of Mount Barathrum • Randor proclaims Keldor as the new King, but the people do not trust Keldor because of his Gar heritage • An unknown force manipulates the people so they demand the Queen Mother to rule instead of Keldor • Randor finds Keldor kneeling over the dead Queen Mother • The people demand that Keldor is brought to justice for the supposed murder of the Queen Mother • So save his life Randor banishes Keldor from the royal palace • Keldor swears that one day, he'll unite the planet under his rule • Keldor is drawn to the temple of Hordak • Hordak reveals himself to Keldor in spirit form in order to become his master and teach him the dark arts in exchange for his freedom from Despondos • Hordak directs Keldor to Zalesia to find the Havoc Staff and amplify his powers by tapping into the Star Seed • Keldor fights the Faceless One for the Havoc Staff • After visions of Keldor and Evil-Lyn having a child together, the Faceless One hands over the Havoc Staff to Keldor • Keldor betrays Hordak and destroys his temple • ------• The Great Unrest - Keldor's Betrayal • Keldor gathers an army to unite the planet under his rule • Evil-Lyn falls in love with Keldor and secretly marries him • Evil-Lyn gives birth to a son • During the start of the Great Unrest Keldor frees Kronis from an intergalactic prison to holster his ranks • Jitsu is broken out of Prison Starr by Keldor during the Great Unrest, and agrees to serve his cause • Randor is appointed Captain and leads Miro’s troops against Keldor’s growing Rebellion • Marlena Glenn completes her assignment with Project Photog • Captain Marlena Glenn pilots an experimental warp ship through a black hole and travels to the center of the universe • Captain Glenn crash lands on the planet Eternia, but is rescued by a young Captain Randor • Marlena falls in love with Randor and decides to stay on Eternia • Marlena and Randor marry. • Beast Man is banished from the Vine Jungle. • Beast Man joins the young alchemist Keldor during a skirmish in the Beserker Islands • Whiplash strikes a deal with Keldor and helps to lead his forces through Sub-Ternia in a raid against Randor's army. • Whiplash is banished from Sub-Ternia for betraying his people • Whiplash joins Keldor’s forces. • During one of the final battles of the Great Unrest Keldor recruits the inter-dimensional bounty hunter Scope to join his weakened forces. • After an accident Scope becomes Tri-Klops • Mer-Man’s kingdom is destroyed by a rival clan • Mer-Man is forced to serve Keldor • Orius is injured in the Battle of Avion • Duncan brings Orius to Castle Grayskull where he is healed by the Sorceress by replacing his neck with a construction made of microscopic nanites • Orius takes the code name Mekaneck • Keldor leads an assault against Eternos Palace • Randor mortally wounds Keldor in battle with his own acid • Keldor flees to the secret sanctuary of Hordak and swears allegiance to his former master once again for his life to be saved • Realizing Keldor has no intentions to free him, Hordak merges Keldor with the extra-dimensional being Demo-Man from Despondos • Keldor becomes Skeletor • The merging with Demo-Man drives Skeletor temporarily insane • Randor orders the Sorceress to erect a mystic wall to keep Keldor and his warriors magically bound to the Dark Hemisphere • For ending the Great Unrest, the Council of Elders agrees to set aside Eternian laws of kingship and gives Randor the crown, despite not being the first born • King Randor asks Duncan to become Man-At-Arms • Dekker moves to Orkas Island, passing his title and duties to Duncan • Man-At-Arms forms the Masters of the Universe • Man-At-Arms forms the Royal Guard and recruits the bravest warriors to guard the royal family. • At the end of the Great Unrest the Sorceress helps the remaining Elders to combine the orb containing the Power of the Universe with the Elders’ wisdom to tap into the God’s Magic hidden at the core of Eternia, creating a new unified force - the "Power of Grayskull" • ------• Oo-Larr, the Jungle He-Man • Gygor, Lord of the Vine Jungle, leads an army of beast men in a series of raids against the long forgotten Castle Grayskull • Through the combined powers of the jungle He-Man Oo-Larr and The Goddess of Eternia Gygor is defeated and placed in a state of suspended animation. • ------• Birth of the Twins • Randor's and Marlena's children Adam and Adora are born. • Light Hope predicts that both twins would wield a sword of power and use its force to end the threats of the Horde Empire and the Unnamed One forever The Sorceress clones the Power Sword and enhances the cloned version with the Stone of Protection to allow both twins to wield a sword of power • • Hordak and his ageless army find Etheria and claim the planet as their new throne world, deposing the local monarchs • Hordak learns of Adam and Adora • Hordak arranges for his pupil Skeletor to abduct Adam and Adora and free him from Despondos • 20 years before our time: Skeletor uses his Battle-Armor to penetrate through the Mystic Wall • The Sorceress is secretly cloned by Skeletor. • Man-At-Arms prevents Adam from being taken by Skeletor • Adora however is stolen away • Skeletor opens a portal to Despondos • After three strikes with his mighty battle axe Oo-larr sends Skeletor back behind the Mystic Wall. • Hordak fails to return through the portal, but Adora is sent to Etheria in Despondos • Adora is raised by Hordak • With the help of Man-At-Arms, the Sorceress saves her magically cloned child • The cloned daughter of the Sorceress, Teela, is adopted by Man-At-Arms • With the help of Evil-Lyn, Skeletor gains control of the powerful spirit inside him, increasing his abilities ten-fold • After being cast aside by Skeletor, Evil-Lyn sends their infant son into the future • ------• Before the Storm • A young Prince Adam saves the tiger cub Cringer from a Parek-Narr attack • Kronis raises an army against Skeletor. • Skeletor defeats Kronis, breaks his jaw and arm and leaves him for dead. • Kronis is found and rebuilt by Tri-Klops and transformed into Trap Jaw • Clawful saves Beast Man's life from a Seclapoid attack and joins Skeletor's Evil Warriors • The wife of Geldor, the ruler of Foodar in the Dark Hemisphere, is killed in a dragon attack. After the death of his wife Geldor becomes obsessed with finding a way to extend his life. Geldor begins laying siege to other kingdoms in his ongoing search. In an accident in the Photanium Mines of Phantos the master metal-worker Dalmus loses his right arm and parts of his face. Desiring to become a super strong menace, Dalmus steals large amounts of Photanium from the mines, creates a new metal face and telescoping arm and becomes Strongarm. After Strongarm’s thievery is discovered, Queen Elmora banishes him from her kingdom • • Fang Man spends his youth in the Valley of Dragons • In Subternia Lord Dactus and the Speleans fight in a war against their former allies, the Caligars under Ceratus • ------• Quest for the Power Sword • Prince Adam is chosen to protect the two halves of the Power Sword • Prince Adam receives the techno vest • Duncan helps to construct an electronic version of the Power Sword • Prince Adam receives the electronic version of the Power Sword • Prince Adam starts his quest to combine the two halves of the Power Sword and is helped by Cringer • ------• He-Man and the Masters of the Universe • Prince Adam combines the two halves and uses the Full Power Sword to channel the Power of Grayskull to become HE-MAN • Cringer is transformed into Battle-Cat by the Power of Grayskull • Orko, a member of the Trollan magical elite, is assigned to watch over Adam • Perkaedo, the Master of Disguise, performs before King Randor and Queen Marlena at Prince Adam's 18th birthday • A magic potion, created by Skeletor, transforms Perkeado into a terrible monster • With the help of He-Man and the Sorceress Perkaedo is cured and becomes Man-E-Faces • Eighteen years old, Duncan’s adoptive daughter Teela becomes Captain of the Guard • Savage Beastmen attack a small village near the vine jungle • To defend his village Krass dons his familiy's ancient mystical armor that magically absorbs raw force and becomes Ram Man. • Skeletor recruits Ram Man in a scheme to ram through the Jaw Bridge of Castle Grayskull • When Skeletor attacks He-Man, Ram Man switched sides and helps to save Castle Grayskull • Ram Man becomes a Master of the Universe • Man-At-Arms is turned to glass by an evil spell • Granamyr provides He-Man with healing magic, after he proved he had great mercy and wisdom • Adam learns to tap further into the Power of the Universe. • Adam creates his Battle Armor to fight Skeletor • Skeletor reforms his own Battle Armor • After a sky war initiated by Skeletor Buzz-Off allies himself with King Randor's Masters of the Universe. • Robot Model 9041 (Roboto) is built by Man-At-Arms. • Roboto receives an emotion chip. • Roboto upgrades himself and joins the Masters • Sy-Klone joins the Masters after the destruction of the Legacy Stones. • Sy-Klone upgrades his Armor to also include cosmic radar • The bounty hunters Tuvar and Badra are hired by Skeletor to track down He-Man • When Tuvar and Badra fail they are in retribution magically fused together in an unrepeatable spell by Skeletor and become Two Bad • Webstor is awoken from hibernation beneath Snake Mountain • Odiphus causes an accident in Tri-Klops' lab deep within Snake Mountain that infuses his body with a horrid stench • After demonstrating how his stench could be used as a weapon of warfare, Odiphus is recruited by Skeletor and becomes Stinkor • Chief Carnivus allies himself and the Qadians with King Randor's new Eternian Council • After a series of attacks by Skeletor and King Hssss, King Randor convinces Lord Dactus to put aside his differences with the Caligars and work together as members of his new Eternian Council • Karak-Nul is freed from Infinita by Skeletor and becomes Scareglow • The inventor Jey is merged with his creation the "Photog Emulator" and joins the Masters of the universe as "Photog" • Geldor kidnaps Torgul, Grand Vizier of Vaderia in order to locate the mythical Secret Liquid of Life. Vaderia's heroic Prince Dakon seeks the help of He-Man and the Masters of the Universe against Geldor. He-Man confronts Geldor in his stronghold in Ogre Mountain and during the battle, the liquid of life is spilled and a great Life Tree rises up, apparently swallowing Geldor in the process. Months later, Geldor returns, merged with the magic of the tree and now more powerful than ever. Strongarm returns to Phantos to invade the photanium mines with Skeletor He-Man frees Phantos' Queen Elmora from Skeletor’s influence and Strongarm is forced out of the kingdom once again • • Skeletor recruits Fang Man after discovering his ability to control the fire-breathing dragons of Eternia • Draego-Man discovers Skeletor's plans to enslave his dragon kin to use them as weapons against the Royal Palace • Draego-Man joins Skeletor's Evil Warriors seeking revenge against all who betrayed him • Skeletor uses the Wheel of Infinity to go back in time with Fang Man to stop Castle Grayskull from being built • Defeated by He-Man, Skeletor abandons Fang Man in the past and returns to the present • The inventor Plundor comes to the utopian planet Draedus Plundor uses his evil machines to ravage the Daedus and distill its life force Skeletor erases He-Man's memory and sends him through the Crossroads of All Universes He-Man comes to Daedus and helps return the life force back to Draedus and imprison Plundor before he returns to Eternia The shapeshifting wizard Masque raises the Temple of Darkness from the Sands of Time and frees Shokoti He-Man defeats Shokoti and the Sleeping Beast Nephtu discovers the Temple of the Sun and the Sun Scarab and is transformed into a young wizard He-Man destroys the Sun Scarab and defeats Nephtu • • Whiplash fails to obtain the Ice Raider from Kind Randor • Skeletor recruits Icer and orders him to take over the northern weather station to create cold weather all over Eternia, while attempting to steal the Ice Raider himself • The shadowy mercenary-for-hire Batros conspires with Skeletor to steal all royal records and books from the Eternos Library but ultimately fails • Darid serves as palace guard under Teela • Ace test pilot and former palace guard Darid becomes known as Sky High and helps Duncan's team to upgrade the Wind Raider and Jet Sled for faster acceleration and smoother landings. • ------• She-Ra, Princess of Power * • Spirit serves Adora during her time as Force Captain • Adam comes to Etheria in Despondos • Adora learns of her true heritage • Adam gives Adora the Cloned Sword of He - the Sword of Protection. • Adora channels the combined Power of the Universe and Wisdom of the Elders to transform into She-Ra • Through the Sword of Protection Spirit transforms into Swiftwind • Adora joins the Great Rebellion • As both She-Ra and Adora, she leads the Great Rebellion of Etheria against the Horde invaders • Catra becomes Force Captain • Sea Hawk works for the Horde transporting cargo • Adora convinces Sea Hawk to choose freedom over money and aid the rebellion. • Sea Hawk finds his long lost father, the legendary Captain Falcon, who bestows upon him an armament of mystical weapons to aid him against the Horde • Hordak abducts Jaxton and two other athletes and casts them into his experimentation matrix • Through grafting with cybernetic parts Jaxton is transformed into Snout-Spout • She-Ra frees the Star Sisters • ------• Rise of the Snake Men • The Snake Men descendent Kobra Khan breaks into the archives of Eternos Palace and learns King Hsss has been locked in the Void • In a ruse to free his King, Kobra Khan joins forces with Skeletor • Rattlor is the first of the Snake Men to escape their imprisonment in the Void • Rattlor works with Kobra Khan to liberate the entire serpent army • Kobra Khan and Evil-Lyn acquire Zodak's staff • Evil-Lyn and Kobra Kahn open the Snake Pit portal and free King Hiss and the Snake Men • Kobra Khan serves the Snake Men • The Snake Men attack Malcolm's home town • Malcom shatters his hand when helping the Masters of the Universe against the Snake Men • Duncan replaces Malcom's hand with a robotic strong arm. • Malcom joins the Masters of the Universe as "Fisto" • Jitsu is wounded by Fisto at the Battle for Gretori Bridge, and has his hand replaced by a golden robotic implant by Tri-Klops • The blacksmith Kleffton is fused with an enchanted suit of spiked armor and a mystic trident when he attempts to steal a sacred scroll from the high priests of Nordling • Kleffton is banished from his home and wanders into the Sands of Time as an outcast • Kleffton is recruited by Skeletor and becomes known as Spikor • Spikor serves Skeletor by creating new arms and armor for the Overlord of Evil • Man At-Arms creates Faker • Serpos is defeated • Before King Hssss' defeat the Sorceress is being wounded by his venom • The Sorceress arranges a mission with Teela to the Elder's training citadel in the Polar Ice Cap • The Sorceress reveals to Teela her true heritage • Teela trains with the Sorceress until the venom overtakes her • Randor seemingly "dies" but in reality is banished to Despondos by Skeletor • Tri-Klops salvages Faker • Skeletor orders the reprogramming of Faker • Skeletor uses Faker to convince the royal court that He-Man is not only a Gar, but also responsible for the King's apparent death. • The people of Eternia turn against He-Man • The Masters of the Universe become renegades and are driven underground to the caves of Tundoria • Skeletor takes over the throne and becomes King Skeletor • King Skeletor dismantles the Eternian Royal Guards • Lt. Spector of The Eternian Royal Guards is thrown into a time portal and flung into the future. • Skeletor creates a new magical armor by chaining an Eternian Dragon to the armor • The Snake Men return once more • ------• Return of the Horde • Evil-Lyn frees Hordak • Hordak and the Horde escape through a Lasergate to Eternia • Evil-Lyn frees Gygor to bolster Skeletor's forces against the Horde army. • Evil-Lyn casts a spell to turn Clawful into a keen warrior and strategist. • He-Man and the Masters of the Universe return to the surface • Man-At-Arms and Mekaneck are exposed to the Serpent's Ring and turned into a Snake Man by King Hsss • Under King Hsss' evil spell Man-At-Arms uses his genius to create great and horrific machines of war for the Snake Men • Clamp Champ takes over the duty to recruit warriors for the Royal Guard and becomes the new Man-At-Arms. • Clamp Champ leads the Masters of the Universe all the way to the Second Ultimate Battleground • Lord Dactus, Chief Carnivus and Clamp Champ free Princess Vess from Skeletor’s clutches • With the help of Light Hope Adora follows Hordak through a Lasergate with several of her friends and allies, including Frosta and Glimmer • Adora joins forces with her brother and the renegade Masters of the Universe in the four-way fight against the Snake-Men, Skeletor, and Hordak. • She-Ra uses her sword to channel the Power of Grayskull to form new arms and armor in the midst of battle. • Snout Spout escapes the Horde and joins with the renegade Masters of the Universe • Hordak upgrades his armor with a Hurricane Blaster • Hordak challenges Skeletor • Kobra Khan manipulates Hssss into demoting Rattlor • Rattlor defects to the evil Horde army, where he is better known as the General • Hordak drives the Snake Men back into hibernation • Hordak conquers Snake Mountain • Hordak takes over Eternia • ------• Before the Second Ultimate Battleground • Teela returns to Castle Grayskull as its new guardian • Randor and Miro return from Despondos • The Three Towers rise • Megator's remains are discovered by King Hsss, who magically reanimates the body and turns Megator into a mindless zombie • Hordak hires Cy-Chop to bolster his forces against the Snake Men and Masters of the Universe • Hordak discovers, and frees, the Fighting Foe Men from their glacier prison, who join the Horde army in return for their freedom • In the Horde Empire Annilus Kur strives to enslave the Comet People • Anillus Kur unleashes a light storm from Horde World which drives a brigade of the Comet Warriors from their orbit and hurls them through space • Several Comet Warriors, including Rokkon and their leader Stonedar, arrive on Eternia. • The Comet Warriors ally themselves with He-Man and the Masters of the Universe. • Nephtu joins King Hsss and is again transformed into a powerful wizard • Using the combined power of the Central Tower and the newly created Cosmic Key the New Sorceress sends He-Man back to Preternia • Skeletor follows He-Man to Preternia • He-Man returns from Preternia wth a captured Skeletor, and the knowledge to defeat the snake- men - The spell of seperation • In exchange for his freedom Skeletor agrees to fight against Hordak, side-by-side with his former enemies - the now renegade Masters of the Universe. • ------• The Second Ultimate Battleground • The Heroic Warriors and Skeletor's Evil Warriors join forces fight against the combined forces of The Horde and The Snake Men. • Evil-Lyn and Gygor fight on the side of the Horde and the Snake Men. • Clawful leads a battalion of Skeleton Warriors for Skeletor during the Second Ultimate Battle Ground • The forces of King Randor, King Miro, the Speleans, Quadians, Beast Men, Kulataks, Caligars, Avionians and Andreenids as well as Zodak join in the battle, helping the Heroic Warriors. • Sky High leads a squadron of Blaster Hawks into battle combating the Horde Boa Jets and King Hsss' Snake Strike Squad • Evil-Lyn finds herself again allied with Skeletor. • The reanimated Megator dies, fighting Hordak and the Masters of the Universe in the Second Ultimate Battleground • The new Sorceress strips a defeated Evil-Lyn of her powers • Man-At-Arms is forced to battle against Clamp Champ • Man-At-Arms is mortally wounded • The New Sorceress casts a spell that momentarily restores Man-At-Arm's humanity • Man-At-Arms dies • Many other heroes fall, including Stratos • Zodac is assassinated • He-Man and the new Sorceress use a spell to call upon the Power of Grayskull and infuse life into the Spirit of Castle Grayskull • The Spirit of Castle Grayskull helps to turn the tide • He-Man uses his knowledge from Preternia to finally stop King Hssss once and for all - Orko casts the spell of seperation to defeat the Snake Men • King Hisss and the Snake Men die • Skeletor takes his ram staff back from King Hiss • Skeletor betrays the Heroic Warriors • Skeletor defeats Hordak but is injured in the process • Skeletor steals Hordaks power, and repairs himself with the Techno-Virus • Skeletor turns his ambition to overthrow the Horde Empire and heads into outer space • Several hundred griffins are commanded to attack Grayskull Tower to weaken the Master's defense perimeter • Photog helps to defeat several of Skeletor's warriors including Clawful and Whiplash • Moss Man helps the Masters of the Universe to win the Second Ultimate Battleground • Evelyn uses the Cosmic Key and the power of the Central Tower to travel into the future to find a new life with her long lost son • Eternia is at peace • ------• Eternia after the Second Ultimate Battleground • Hydron and Icarius arrive on Eternia through a Laser Gate shortly after the end of the Second Ultimate Battleground • Combining the Power of of Grayskull with the Energy of the Starship Eternia, Adam forsakes his alternate identity and becomes He-Man permanently • He-Man and She-Ra are called to the stars to fulfill their destiny, traveling to the Tri-Solar System to end the oppression of the Horde Empire • Hydron and Icarius recruit not only He-Man and She-Ra but several other members of the Masters of the Universe • After She-Ra left Eternia for the stars Glimmer returns to Etheria taking her rightful place helping to rule over the Kingdom of Brightmoon. • Jitsu takes over Snake Mountain, ruling it with an iron fist and evil begins to spread across the land once again • Strobo is chosen as Zodac's replacement, and is sent to Eternia by the Overlords of Trolla to investigate Zodac's assassination • Stobo takes up armor enhancements originally created by the scientists of Anwat Gar • Strobo forcefully maintains neutrality in He-man’s absence, fighting in many battles - both with, and sometimes against the remaining Heroic Warriors. • ------• New Adventures ** • Skeletor forms a coalition of mutants and outcasts to conquer the Horde Empire and rule the universe • Slush Head is swayed to join Skeletor • Karatti willingly joins Skeletor after being promised power and wealth • He-Man joins the Galactic Protectors of the planet Primus. • He-Man and She-Ra - the prophesied Twin Warriors - are victorious and She-Ra defeats Horde Prime • Skeletor challenges He-Man to a final battle on the Jaw Bridge of the great Temple of Power on Trolla • He-Man defeats Skeletor and recovers the Vortex Key • He-Man uses the Vortex Key to finally return to Eternia ------• The New Adventures of He-Ro • He-Man returns to Eternia, and finds King Randor dead, and Queen Marlena temporarily ruling the throne • Adam takes up his rightful place as his father's heir, and becomes King He-Man, ruling over all Eternia • King He-Man marries Teela • King He-Man and Queen Teela have a son named Dare • Lt. Spector arrives from the past. • Lt Spector is given a special suit reverse engineered from the Cosmic Key, and serves King He- Man and his Queen, as their agent throughout Eternia's history • He-Man sends one of his time agents back in time to bring Sir Laser-Lot from Preternia to the future • Sir Laser-Lot becomes King He-Man's new Man-At-Arms • Sir Laser-Lot trains the Royal Guard and King He-Man's son Dare in ancient battle techniques • Dare takes over his father's legacy, and becomes the "new" He-Ro, wielding the Sword of Power and defending Eternia ------• Loose Ends • Queen Marlena uses the Cosmic Key to return to Earth • Marlena discovers a great secret that links Earth and Eternia • ------

•*) Events on Etheria before She-Ra, Princess of Power: • In ancient times, an evil sorceress traps the Star Sisters in a shooting star • The Star Sisters crash-land on Etheria • Beatrix is born in the Kingdom of Mystacor • Beatrix is known as Light Spinner and serves as an apprentice to the great mage Norwyn • Hordak arrives on Etheria • In his factories on Etheria, Hordak mass produces countless robot enforcers, each dressed in armor similar to the foot soldiers of his home planet Horde World. • Hordak promises Light Spinner great power in exchange for her help in overthrowing Brightmoon and the surrounding kingdoms • Beatrix receives a magical gem that greatly enhances her powers but irreversibly changes her appearance and mental state • Beatrix betrays Norwyn and her fellow apprentice Castaspella by leading Horde Troopers to their hidden magic archives • In Horror Hall, Beatrix takes the name Shadow Weaver • Octavia works her way up the Horde ranks and eventually becomes a Horde Commander in Octopus Cove • Octavia starts serving Hordak in the Sea of Sigh and the Fright Zone. • The legendary Captain Falcon steals gold from the Horde to give to the poor • Castaspella becomes a leader in the Great Rebellion helping to defend the people of Etheria with her magic • Netossa learns of Hordak's oppression and vows to free Etheria and its people • Queen Mackenzie (Frosta, the Ice-Empress of Etheria) rules the kingdom of Snows • Bow joins the Great Rebellion

•**) Events in the Tri-Solar system before the New Adventures: • Slush Head serves time in Prison Starr on several occasions • 18 years old, Icarius leaves the cloud city of Leviton on Planet Primus to join the Galactic Protectors • Icarius rises to the rank of Lieutenant • Captain Hydron and Lieutenant Icarius go on the quest to find the legendary Twin Warriors prophesied to defeat the Evil Horde Empire THE GAME

This game does not try to be the kind of game that has rules for every situation, but to cover the most common needs a Masters of the Universe game has. The advanced game is similar enough to the world's largest role-playing game, Dungeons & Dragons, and its similies and the rules and expansions for that game might easily be used in this one. Please read the sidebar if that interests you. This section has a lot of options, examples and notes. The options are in yellow sidebars, examples are in italicized text and notes are in blue sidebars.

Level of Violence The level of violence in your games comes down to two things where you can choose different levels. The first one is description of the violence. You can play up the gore and dismemberments, and deaths and injuries during battle and in the world, or you can play it down and keep combat to a tactical exercise which at most describes hits, parries and misses, and not focus on the fighting in describing the settings. The other is a choice of which rules to use, and there are several sub choices to make. First you have hit points. Hit points represents how much damage a character can take, but when they run out what happens? In a gritty game the character dies, and on the other side of the spectrum the character falls unconscious. Evil or good, neither wants the other side killed, only defeated and put in prison. The first is arguably more realistic, but the other is more kid friendly and better simulates the Filmation cartoons. As you read through the chapter, make a note on which alternatives you want for your game. Here is a summary of three levels that you can use as is, or as a base for your vision of the game.

Kid friendly Hit dice and taking damage: When a character is hit it is increasingly weakened (your choice if this has an actual effect) and at zero is knocked out by the strain until the battle is over or the Keeper decides he wakes up. No one dies. Heroes might be captured and jailed and defeated villains are jailed, or if in a hurry may just be left where they fell. Descriptive: Describe combats as exciting stuff, just don't focus (or perhaps even mention) blood, specific damage, but rather the action. ”You punch him in the jaw and he goes all cross eyed!”

Heroic fantasy Hit dice and taking damage: When a character is hit it is increasingly weakened and at zero looses consciousness. The character will come to after a time (Keeper decides, or follow the advanced rules). If the character has recieved double his Constitution in damage he is bleeding to death. What happens to defeated characters and villains is up to the Keeper (according to what serves the story) or players according to what they characters are like. Descriptive: Describe combat as exciting and dangerous stuff, describe the weapon hits and effect but keep the main focus on the action. Extrapolate the effect depending on the amount of damage done. ”You give him an uppercut that sends him reeling back, blood pouring out of his mouth.”

Realistic Hit dice and taking damage: When a character is hit it is increasingly weakened (according to the rules) and at zero looses consciousness. The character will come to after a time (follow the advanced rules). If the character has recieved double his Constitution in bludgeoning damage, or his normal Constitution in slashing or piercing damage he is bleeding to death. Defeated opponents are taken care of in the way that makes most sense. Descriptive: Combat is filled by adrenaline, fear and danger. Describe damage fairly detailed, focus on feelings and sensation rather than action. ”Your fist connects with his jaw. You can hear his teeth grind against each other, blood sputters out of his mouth and nose, staining your arm. Your hand goes numb. He sways from the blow.”

Appendix 1: Maps Universe Tri-solar system Eternia Etheria Primus Preternia Eternian continent 1 Eternian continent 2 Eternian continent 3 Filmation Eternia Mini-comic Eternia RPG Eternia Castle Grayskull Snake Mountain Fright Zone Brightmoon Castle Typical Horde base Eternos Palace RPG old Eternos Palace start Eternos palace future Eternos Palace FILMATION

Index CHAPTER SIXTEEN: ADVENTURES IN THE UNIVERSE ADVENTURES The universe of this game is huge, rivalled only by a few others in its scope and possibilities, and that leads to endless and varied types of adventures. If we liken roleplaying games to television, an adventure would be one story, regardless of it being one episode long or more. One main plot with perhaps some subplots. One step up from this, a campaign, is a series of adventures that have something in common. It can be a main plotline that runs through all adventures like the machinations of an evil villain, and the adventures is about dealing with his or her henchpeople. It can also be held together by just the characters or the setting. This would be like a television season. On the other side of the spectrum from the campaign is the scene, similar to its television counterpart, it's a series of continuos events set in the same location at the same time. So a series of scenes makes an adventyre, and a series of adventures make a campaign. Now that you're familiar with those terms let's go back to adventures. This game provides two sample adventures, one shorter and one longer. The first is ideal for the first game, enabling you to test out and learn the game by playing it. The other is a little bit more advanced, so if you have problems with some of the theories look at those adventures to see it in practise.

CREATING AN ADVENTURE Creating an adventure begins with an idea, from something like ”it would be cool to have a battle in a swamp” to ”I'd like to set up a court full of intrigue for the characters to try and establish who is working for good and help them”. Sample ideas comes later in ths chapter. Whatever the idea is, there are a few steps to consider. How does the characters get involved, what will they face, and how might it end. For those of you that write your own stories this process is probably familiar. For those that don't we got you covered.

INTRODUCING THE CHARACTERS TO THE ADVENTURE The beginning is about hooking the players in and try to make them excited for what they and their characters will face. An adventure is about events out of the ordinary. While Prince Adam in Filmation usually lives his life in the court, sometimes something happens and he will have to transform into He-Man in order to endure his adventures. Think about how some of your favorite books, cartoons or movies have started. You can start your adventures in the same way. The most important part of a beginning is to make it exciting in a way that the players and characters want to follow up on what happened. Try to have it involve the characters directly and have it be about what they care about. Also, be aware of what your players like, it's no good having an adventure set in a court full of intrigue if what they want is to battle evil creatures. For a sample of ways to begin an adventure, see the sidebar. Let's use the swamp battle idea as an introduction and I'll show you some ways you can change an idea. Idea One: One or all of the characters recieve a letter from a friend, there is a battle raging in the nearby Swamp of Ashelorn and the friend is afraid, could the characters come help and investigate? This is a pretty common way to start an adventure, the characters are called upon to act by someone they know. After some time playing you will have recurring characters and those will be the best to use to goad the characters into action. Did you notice that giving the location also adds something to the feel of the place. It's no longer a generic place. What if was something more descriptive like the Swamp of Black Death or the Faery Swamp? Idea Two: Travelling from one place to another the characters are making their place when they are ambushed by evil swamp beings. Why? Idea Three: After a short time of swamp combat it's time to tell the background of the adventure. Starting the adventure with some action directly from the outset gets people pumped up, but some people dislike this way of telling a story, and wants everything to happen like in real life, event by event. See if you can think of your own variations to start an adventure. The start should provide the characters with enough impetus to continue, to reach some sort of goal or conclusion. In idea one the starting goal is helping the friend so they might go and talk to that person first, or they might head to the swamp first. It's important that each scene has ways to enable the characters to carry on to the next, until the reach the final scene.

THE ADVENTURE PROPER Now that you've started the characters off on an adventure they should have either an immediate goal or a long term one. We discussed some immediate goals for idea one above. Long term goals is also the main starting goal, helping the friend so that the friend is safe. Now you have to decide what needs to happen to accomplish that goal. Obviously the battle in the swamp is what set him or her off so that needs to stop. So that becomes the next goal, and that goal is dependent on why that battle is taking place, and who is fighting, and so is the solution. When you make your adventures you decide how complex it should be. Is it just say, two groups of wild beasts attacking each other for territory, and the only way to make them stop is hitting them on the heads enough times? Or are they two intelligent groups of beings who are fighting because one of them stole something important from the others and won't give it back. Will they listen to diplomacy, or do the characters need to do something action filled like taking it back? By thinking through these decisions and deciding on these details you make your adventure. The length of the adventure hinges on its complexity. Dunking the fighting sides on their heads might end the battle and solve the problem and thereby bring the end of the adventure. But if more actions are needed, like one of the sides are new to this place because they've been forced away from their home, the characters might have to check that out and see what drove them out, and that might lead to more scenes. Complexity, length, and focus are up to you. Just check to see if your players like it. Some players think combat is fun, others like riddles, and others like a more diplomatic approach. You'll sync up fine if you are open and talk about it. Over time you'll get to know what your players like and don't. There are several examples in this chapter with different focuses because you can tailor it exactly to what you want it to be. With some practise you can use any example as a basis for an adventure regardless of your focus. The more you play, and the more experienced you become, the more natural it will become.

DESCRIBING THE SETTING Now we'll get into the details of adventure making, starting with the setting. As the Game Master you set the mood of your game through how you describe and use the setting. If you compare the depiction of Eternia in the Filmation cartoon to the Eternia of the current DC Comics series you'll notice several differencies and just as they do things differently from each other, so you too can make your Eternia what you want. A setting is a combination of environment (like a forest, city) and mood (dark or light, festive or brooding). Even when the setting is the same place it can be described differently to set the right tone for an adventure, campaign and game. Compare these two descriptions below. Descritpion One: The throne room is brightly lit and the invited guests are enjoying the bountiful food and drinks that are being served. Princess She-Ra is sitting on the throne, smiling and clearly enjoying the feast. Description Two: Even though the throne room is brightly lit it feels dark. The invited guests are drinking and eating but they aren't enjoying it. Princess She-Ra sits on the throne uneasily, a frown on her face showing that she isn't comfortable here. By controlling your descriptions you set the tone that the players and their characters will react to. Establish the tone as early as possible in the adventure, and reinforce it when needed. Also vary the amount of description to focus the attentions of the players to what's important. If for example the characters go shopping and it has no importance there's no need to describe it at all, just ask them what they want and tell them the price, or just hand them the list of goods and let them do it themselves. On the other hand, if it's time to reinforce a tone again you can describe and play some of the characters interactions with local shop keepers. It might seem a lot to keep in mind, but this isn't the sort of activity that you have to pass a test on. As you get more experienced, and get to know what your players like, you'll know what amount of description is needed and when. In short you'll want to describe what kind of environment they are in (”you're standing in the central courtyard of Castle Brightmoon” or ”You're in the Village of Crawto, inhabited by pantherians”), what they experience that's important enough (”a procession of petitioning villagers are making their way past you” or ”a comet suddenly crashes into the ground, crushing the well and sending people running, foul smelling smoke emanating from the crater the comet made”). At its core role playing is a constant series of descriptions and actions the Keeper presents and which the players have their characters react to. What the characters accomplish leads to more descriptions and actions and so on. These descriptions opens up possibilites for the characters. By limiting or opening up what you describe the amount of actions they can take decrease or increase. This is an effective tool to focus and adventure when needed. Examples below describe some different ways to use descriptions and how to use them effectively. So what about settings in adventure? Say, we're doing that Idea One Swamp Battle adventure, and at its most basic we have three settings to describe in the adventure. If this is the very first game you might want to introduce your players to the game setting of Masters of the Universe itself. But those three settings are the place where the adventure starts when the hero or heroes recieve the letter, the other is the home of the friend and then there's the swamp. Each of these, think of what you want out of them as settings. We will focus on the home of the friend. Since he is worried about the battle in the swamp it makes sense that either his home is near the swamp, he works near the swamp or something or someone the friend cares about is near the swamp. So you decide what distance to the swamp it is. This might be important or not, it's your choice depending on if you've decided that time is of importance (one side might defeat the others after a certain time), or you decided to have the characters have some kind of meeting, battle or other compication between the friends location and the battleground. You never have to commit to a decision until you're actually playing the game. Say you decide that there is a ravine that the characters have to cross in some fashion that you think might take 30 minutes of real time, and you learn that todays game needs to be 30 minutes shorter because one of the players need to go pick up a friend at the airport, you can just decide to take that part out. And that ravine can instead be used for another adventure. Whatever the reason, just don't sweat it when you're thinking up your adventure. Ok, so where is the friend exactly. Is he in his home, in a nearby village? How does that home or village look? If it's a place that you want the players to remember or you want to have them visit again, try to make it unique. Don't just make it a farmer's cabin in the wood or a small village just like any other. The cabin is built partly on top of a ruin, or the village is among the treetops. And what about the immediate surroundings, is it grassy, flower meadows, barren or montaineous? Each choice contributes to the overall feel. The weather, the time of year, the people. Think like a movie director would, what is the vision I want my players to have and their characters react to? If the place is important to the adventure, spend sometime thinking about it. If not improvise or just write down a short non-descriptive description (like ”it's a village”). So that's a scene setting.

Effects of a setting on a scene Apart from setting the mood, think about if it affects the characters some ways, rules wise. If the rain is pouring down, does that make it harders to hear stuff or see stuff? Tweaking the rules like this is another way to make each scene setting unique. The rules chapters talks more about this.

What in the setting will characters react to Each scene will have important and non-important features. If you describe the home of the friend from above like ”a small and cosy house with a big fireplace. Your friend is standing in the hallway greeting you as you enter” you've given them some cues to react to. The house is cosy, so that means the characters might enjoy sitting down, or one of the characters is aggressive and dislikes coziness so he might want to urge the action on so that he might leave the place as quick as possible. There's a large fireplace. If you've describe the weather outside as chilly earlier, they might go and warm up by it. And then there's the friend to talk to about that battle. Getting to know your players will aid you in the future. Some focus only on what you describe, while other can make large assumptions from small cues. One of the players might ask if there's food around the house, and if you say yes, ask what kind. Most of this anxilliary, non-important stuff for the adventure, you don't need to prepare if you're confident you can wing it. And while it isn't important to the adventure itself, it is important to the player and character, and for the player's enjoyment. How to tailor the game to different players is discussed later. Remember to use your descriptions to focus the adventure if needed. If you don't want the characters to cosy up to the fire don't describe it. You can even lead on the action by the description, like this ”a small and cosy house with a big fireplace. Your friend is standing in the hallway greeting you as you enter. You sit down in front of the fireplace and he begins to tell you why he wanted you to come” (Followed by some in character description of his plight). You'll want to lead an adventure on in cases where it's important to get the characters going, rather than how they get going. In a detective adventure for example, if the characters fail to find a clue that will point them to the next action, you can lead them on by letting them automatically finding it. This is preferable to letting the game stall. Usually you can avoid that by good preparation. And this is discussed later in the game master tips section.

What happens if or when they react For non-important actions and reactions you can just improvise on the spot. By standing in front of the fireplace the character warms up for example. For the important stuff it's best if you think about it. For example, after the friend has told them about the battle in the swamp, they may have more questions for the friend. Think about what more they may ask, and what the answers might be. If you think up a question they might ask, is it best that you add the answer into the friends introductionary tale, or that they come up with the question themselves? If they're new to roleplaying games probably the former, and if they're experienced probably the latter. Like with descriptions, it's important to focus on the important stuff. Anything they need to know to continue the adventure let them know through the friends tale. But stuff which might give them an edge but which isn't crucial, you can hold off on and see if they are smart enough to think to ask. Like what beings were fighting, maybe some were shooting flame from their eyes. Not neccessary to know, but if they know they can plan ahead how to deal with that ability. Don't forget about those game effects. If it was chilly outside and you decided that because the characters are freezing, their Strength and Agility is lowered by one. If they decide to warm themselves before heading out again they might stave off those effects. Might sound like much, but see the first short adventure, on how little you need to do. You decide how complicated your game is and how much time you want and can put into it.

How to make it come together While some people have the ability to have it all in the head, most of us need to write things down. When writing things down, do it as detailed as you need. If you want your descriptions to be complete, write them down in their entirety. If you work better using a few words as memory support use that. It's in this phase when it's going from ideas to something more concrete that you'll start to take out and add things. Keep revising it til you're satisfied with the result.

How long does it take One of the hardest things is knowing how long an adventure will take to play. One factor is how many scenes are in the adventure, and scenes which uses a lot of rules and dice rolling add to the time. Other factors include the number of players, how familiar everyone is with the rules, the number of beings in a combat encounter and so on. It doesn't really matter how long an adventure is, an adventure can rest for days, weeks or years if players are busy doing other things, but you should try to have as a goal to be prepared for a sessions worth of game. The length of a session is up to you and your friends. I've played some sessions as short as 3 hours to whole days. In the sidebar are som estimates of length of scenes.

Adventure types

Fetch quest This type of adventure is all about getting the item, wether it be a sword of power or a princess of power. Usually the reward for this adventure is given when the item is presented to the one who wanted it fetched, but the item may be reward enough in itself.

Dungeon delve This is a type of site based adventure, like investigating a mysterious temple and stop the evil within. It doesn't have to be a dungeon at all, that is just a common setting for these kinds of adventures. It's biggest draw is that the adventure is relatively easily contained.

Mystery Mysteries reolve around riddles, or circumstances that must be understood to get a clear picture of something. Detective stories are a common variant.

Combat Kind of self explanatory. Whatever the reason, the main obstacles in front of the goals are various combat situations.

Obstacle course An obstacle course pits characters againts a variety of different obstacles, it may be environmental hazards, enemies, strange magic, riddles. Anything that takes effort for players or characters to overcome.

Turning preexisting stories to adventures. If your players haven't seen the cartoons or read the comics, you have an almost endless resource to take from. Here we will show you how to take a story from the FILMATION cartoon and turn it into different types of adventures.

Let's use that swamp battle idea above.

Campaigns A living world or a statics one

The group Who are the group and why are they having adventures together?

Mission Impossible

Beyond good and evil Masters of the Universe's origins lend themselves to classic tales of good versus evil, and good winning. Out from the shadow of He-Man and Skeletor. Timeline Guardians of the Power

Introductory adventure: The Enchanted Faire This adventure is designed to showcase the setting and the rules. It is written in a way so that it is easy for a new Keeper to run. Before running this adventure the players should have made their player characters, and they should have read the introductory comics on roleplaying and the Universe unless they already is familiar with them. If you are the Keeper you should have read through the Basic Rules, and the Chapter on Being a Keeper. There are some handouts that you should have some sort of way to distribute or show the players.

In this adventure, sections that you should read or paraphrase to the players are in grey boxes like this: Everything else is like in the rest of this game book.

A summary of the Adventure This adventures sends the player characters to a magical faire that's held once a year. They will be there on behalf of the Kingdom of Eternia as representatives to take part in a series of contests. Near the end of the festivities the villain X will show up, and attempt to steal the prize cup and it will be up to the player character to try to stop her.

Organization

Test of strength

Combat tournament

Test of specialties

The dungeon run (obstacle course)

The attack