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The RPG system aims to recreate the experience of playing with Masters of the Universe toys and imagining an episode of the cartoon show.

The goal of the RPG system is to collaboratively tell a story over the course of a half-hour session that emulates an episode of the Masters of the Universe cartoon through taking on roles as children playing with the toys.

Players can take on roles as characters from the Masters of the Universe franchise or create custom characters, and control toys, vehicles, creatures and playsets owned by their character.

Masters of the Universe the Role-Playing Game

Using the 80s Toybox RPG Rules System


By James Kerr
Disclaimer Key People
This game shall never be sold nor resold. This game thanks Kevin OBrien, whose
It is in no way sponsored nor endorsed by youthful enthusiasm for the material inspired
Matel, nor any of its affiliates. The content of this project.
this booklet are for the exclusive use of fun-
good-times, and should not be sold, rented,
nor used for any commercial enterprise in any
way, shape, or form. This game is created by a
Masters of the Universe fan, for Masters of the
Universe collectors. It is not meant to step on
Matels or anyone elses toes, but designed to
respect their creations. He-Man and Masters
of the Universe are registered trademarks of
Matel, and Filmation, and Im sure there are
a lot of other fingers in the He-Man pie, too,
none of which are mine.
80s Toybox RPG by James Kerr

Introduction
In 1987 James Kerr placed a peanut butter birthday or for Christmas or from some yard
sandwich in his parents VCR and was sale. Now is the time to converge with your
transported to a magical world where he was friends and play, drawing from a Toybox to
taught by long-dead druids the secrets of dice play multiple characters in the format of a
rolling, community, and dungeon mastership. half-hour episode of the cartoon.
Returning to this world he has been playing
roleplaying games most of his adult life, and The 80s Toy Box RPG rules upon which this
hasnt been able to resist the siren call to game is based are structured to appeal to
develop several of his own, mostly based on the toy collecting nature of its subject matter.
1980s cartoon properties. You begin by deciding what kind of a child
you are, then rotating through five segments
His parents had to clean the peanut butter out that represent moving around your childhood
of the VCR. house playing action figures until the game is
satisfied. The game operates on many levels
About the He-Man and the Masters of the - on one hand a MotU RPG, on the other - a
Universe RPG: This is a story game (eewww!) theoretical collecting meta game. Any other
without dice (yuck!) - actually, there are dice toyline of similar style could be substituted
sometimes - faithfully creating an episode of - Thundercats, G.I. Joe, Transformers,
He-Man and the Masters of the Universe Visionaries: Knights of the Magical Light, or
from opening punch to closing Public Service even Smurfs.
Announcement. There are many systems
for excellently representing barbarians with If you have any questions about the game,
blasters, so this does not try to be one of about the rules, are looking to get involved,
them. Instead... or believe sincerely in the power of the
battle warrior Fisto, then email James at
It is 19-eighty-something, and you are a four [email protected]. End of line.
to ten-year-old child. You have received a
Masters of the Universe toy either from a James Kerr, Nov. 21st 2011

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80s Toybox RPG by James Kerr

Game Setup
This game is developed for 4 to 5 players
(including the GM) to take about half an
hour creating an episode of the Master of
the Universe. The game rules here make the
assumption that you, the reader and potential
player, are at least passingly familiar with the
conventions of roleplaying games, and that
when it says 1d6, it means one six-sided
dice; GM means Game Master - the
person running the game, and so on. That
Player Steps
1. Choose what kind of Kid you are.
aside, its not a very traditional roleplaying
2. Create a custom character.
game where dice are concerned. It fits more
3. Visit the Toystore and purchase stuff, like
into roleplayings sub-genre of story-game,
more characters or playsets.
because there are many fine traditional
4. During play, creatively answer the GMs
roleplaying games out there where you can
Questions to move the story along in the
be a barbarian shooting a laser pistol - but
spirit of adventure.
none that accurately emulate a Filmation
6. You will have multiple characters involved
cartoon.
in vicious battles, perhaps with each other.
7. Work with everyone for fun-good-times.

GM Stuff
1 GM Cheat Sheet. Player Stuff
1 blank sheet of paper to 1 Kid Sheet.
represent the Toybox. About 3 Character Sheets.
A copy of the gamebook (this) to A copy of the gamebook (this) to
reference the Questions for each reference the Toy waves.
Segment. 1 six-sided die.
1d6 and percentile (2d10) dice. 2 ten-sided dice, to make a
percentage between 1 and 100.

And everyone will need scrap paper, pencils,


and the all-too-often-forgotten eraser.

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80s Toybox RPG by James Kerr

Types of Kids
The first step is to choose what kind of kid you are before the start of the first
Episode. It is not necessary that each player chooses a different type of kid, but the
best games have one of each. Every playgroup benefits from diverse friendships.

Rich Kid, who gets whatever they Poor Kid, who found a toy at a yard
want, because your parents have enough sale without packaging, cardback or
disposable income not to particularly accessories. Youve been playing with
care what you do what your time, so it so happily and innocently that your
long as you stay out of their hair. Sure, parents Baby Boomer Guilt has kicked
you have your pick of whatever toy is in. Unbeknownst to you, your parents
out there, but to combat your lack of will scrimp and save to get your next toy
parental attention youll seek to one- so that you do not have to live without
up your friends by being restricted to childhood joys as they did when they
getting a toy only from the newest wave were growing up. As a result, every toy
available, regardless of what you really is precious.
want. You have your run of Accessories,
Poor Kids begin their collection at a
Creatures & Vehicles, and Playsets, but
yard sale with one Custom figure and
none of it has much value to you. The
$5 to spend at the Toy Store of their
true value comes from playing with
choice.
friend and as a result a lot of your toys
Poor kids have NO accessories for
will just end up in the communal Toybox.
their first custom character. (They
Rich Kids begin their collection with can purchase the right accessories,
one Custom figure and $20 to spend or close enough, from the store when
at a Big Box Toystore. they get there.)
Rick Kids can only shop at Big Box Poor kids can only shop at Small
Toystores and only from among the Mom n Pop Toystores because their
latest wave of toys. parents believe in buying locally.
Rich Kids have $15 to spend each Poor kids have $5 to spend per visit
successive visit to the Toystore. to the Toystore.
Sometimes it can feel like no fun In play, all figures used by the Poor
being the Rich Kid because you Kid get an advantage.
just dont care enough...but all of The Poor Kid can never get anything
your friends depend on you for your good with so little $, but they care
money to buy the playsets, so the about it so much their figures always
attention, at least, is rewarding. do well in the game.

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80s Toybox RPG by James Kerr

Lucky Kid, with Birthday money to Initially Ungrateful Kid, who


spend. The birthday party was fun, sure, got a random present from their Aunt.
but those toys are now what two Everything you put on your birthday
weeks old? Time to go to the Toy Store list was ignored, and then you got this
and get new ones. Your parents are completely random toy that youre told is
neither rich nor poor, but you always very popular, but youve never heard of.
seem to somehow get (approximately) You may have reacted poorly at the time.
what you want because you have many Anyway, now you think its the greatest
aunts who love you, and grandparents thing ever imagined, it has become
who your parents like to stick you with all you think about, and you are now
so they can get some peace. These toys sleeping on that-themed bed sheets.
hold an equal value for you, but the Every successive birthday, graduation-
latest is always the greatest. from-anything-at-all money, chores, and
your paper-route will fund your new-
Lucky Kids begin their collection with found Toyline love. You love all your toys
one Custom figure and $8 to spend equally, and even feel bad about not
at the Toy Store of their choice. loving some as much as others but
Lucky Kids have $5 to spend each nothing can replace that first toy you
successive visit to the Toy Store and didnt even want.
can shop at either one.
In play, the latest figure received by
a Lucky Kid gets an advantage. Initially Ungrateful Kids begin their
The Lucky Kid is a balanced approach collection with one Custom figure and
to the game and the one to pick if $8 to spend at the Toy Store of their
you want to collect new toys all the choice.
time. Initially Ungrateful Kids have $5 to
spend each visit to the Toy Store and
can shop at either one.
In play, the first figure ever received
by an Initially Ungrateful Kid gets
an advantage. (Choose either the
custom figure or the first figure
bought at the store.)
Like the Lucky Kid, the Initially
Ungrateful Kid is a well-balanced
approach. The Initially Ungrateful Kid
is the one to pick if you fall in love
with your first character.

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80s Toybox RPG by James Kerr

Character Creation
Characters are created by filling in blanks on the character sheet. How effective a selection
of Theme, Gimmick, or Story Advantage is depends on your ability to argue its applicability in
creative situations. So, it is important to choose options that interest you! Do not worry about
the crunch of the game mechanics - just fill in the blanks when options sound right.

Then, assign Priority to these Statistics. Rather than holding a number value, Statistics
(Theme, Gimmick, Story Advantage, Accessories, Vehicles & Creatures, and Playsets) are
assigned a Priority from 1st to 6th, with 1st being the highest Priority (and therefore the most
powerful) and 6th being the lowest. This priority system replaces a dice mechanic as the
method of conflict resolution. (There are still dice in the game for other things, dont worry.)
In the simplest form, if a character opposes another using a higher priority Statistic, they win
the conflict. Refer to page 38 for more information on Priority battles.

A characters Allegiance, Weakness, Friend and Foe help to shift the balance in conflict. In the
event that characters are tied in their Priorities for example, a 2nd Priority vs. a 2nd Priority
then the players look here for added advantages or disadvantages. Refer to page 40 for
more information on breaking ties and for information on advantages.

Character Creation Steps Character


Sheet
RPG
1. Pledge Allegiance: What team are you on? Name Rank
2. Choose Name: What are you called? Theme
Gimmick
3. Choose Theme: The design, look, and Story Adv.
philosophy of the figure. Accessories
Rank
Allegiance
4. Choose Gimmick: Peculiarities about the Weakness Sword Shield

physical design of the figure.


Battle-Axe Belt
Friend
Mace Arm-bands
Foe Staff Strap-Arm.

5. Story Advantage: Things that would not be Bow


Laser Pistol
Breast-Plate
Full Armour

known about the character just by looking at the Vehicles & Rank
figure, but is displayed prominently on the package. Creatures
____________________________

6. Weakness Revealed: Story-based personality ____________________________


____________________________
Rank
flaws exploited for increased advantages. Playsets

7. Packaged Accessories: Choose 3 Common Castle Greyskull


Snake Mountain

Accessories or spend 2 on a special thing like a Point Dread


Fright Zone

vehicle, uncommon accessory or a playset. Slime Pit


Eternia Castle

8. Friends & Foes Identify allies and enemies.


9. Assign Priority: Ahhh...thats the mechanics.
10. Action Pose: Draw your figure. For basic character creation pick options
from the lists provided. For advanced
character creation, argue with the
GM about making your own balanced
choices.
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80s Toybox RPG by James Kerr

1. Pledge Allegiance
Masters of the Universe is an umbrella term that describes the many different warring
factions on the mystical and far-off planet of Eternia. There are a few different teams that
with which your character may associate. The GM will usually stipulate that the first character
you create must be a member of the Heroic Warriors.

Rnd Faction Mission Leadership


Seek the power of
1-3 Evil Warriors Skeletor
Castle Greyskull.
Defend the people of
4-5 Heroic Warriors Eternia from all threats Man-At-Arms
coming.
Seek conquest of Eternia,
6-7 The Evil Horde Hordak
to enslave its people.
Seek genocide of all
8-9 The Snake Men human-like people in King Hiss
favour of snake people.
00 Other Make up your own. You?

2. Name
Pick a name for your character that involves
at least one of the following parameters. If
you are having trouble with the name, then
leave it until last - this can often be the most
difficult part of character creation.

Naming Explanation Examples


Convention
-Man Has man in it. Moss-Man
Descriptive Just describes the Ninjor,
character with Snake-Face,
some Prefix or Sorceress
Suffix.
Play On A pun, usually on Stinkor,
Words the Theme. Sy-Klone Trap-jaw here is appropriately named.
He incorporates his Theme and
Other Random naming. Teela, Orko, Gimmick and names himself something
This is strongly King Randor Descriptive. Youd almost think he knew
discouraged. what he was doing.
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80s Toybox RPG by James Kerr

3. Theme
In the MotU toyline every character adheres to a Theme. Think of Theme like a character
concept; the point of the character. The Theme descriptions below are vague and read as a
list of action words and guidelines because that is how they are best-used, as fuzzy logic.
Cowboy can mean many things to many players and all of them are right, so long as the
GM agrees. Make sure to incorporate Theme into the Action Pose of the characters portrait
because of all Statistics it will dominate the figures physical design, especially if it is held
in high priority. When there is an asterisks (*) after the Theme, it means there needs to be
some kind of specification.

Alien Barbarian
Note the strangeness of alien anatomy, The rage and might and fury. The endurance
appetite, and thought process. and iron will to never quit in the face of an
adversary. The berserker land speed. The
Animal * determination towards victory. These are the
An animals ferocity, cunning, agility or traits of the Barbarian.
strength. Nocturnal? Associated physical
features you want carried over to the Cowboy
character: claws, horns, antlers, or hair. Riding, shooting, quick drawing in seemingly
Increased senses such as smell or hearing. no time. Gunfights, roping running varmints.
These are the traits of an Animal. Examples Gambling, tracking, and animal husbandry...
include: Aquatic in General, Beast in General, These are the traits of a Cowboy.
Bee, Blowfish, Crab, Elephant, Hawk, Lizard,
Mosquito, Skunk, Snake, or Spider. Guard
Defending a position. Long hours of
standing. Fighting defensively. Endurance
and patience are the traits of a Guard. This is
the defensive version of a Soldier.

King
Lording over people. Politically savvy.
Leadership. These are the traits of a King.

Knight
Protecting one person. Rescue. Honour. Duty.
Valor. Defeating dragons. Running or riding
on creatures while in full armour. These are
the traits of a Knight.

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80s Toybox RPG by James Kerr

Monster or a spinning top. You take on whatever


Being scary. Lack of self-control. Lurking. properties of this object you wish to
Intimidating. Horrifying. Howling. Strength extrapolate, at the GMs agreement, the
or physical deformity, as it applies. These are severity of which is drawn from the priority
the traits of a Monster. of the Theme.

Nature * Warrior
As characterised by a particular article of See Soldier, but unrefined.
nature, such as Wind, Rock, or Plant.
Wizard Monster
Ninja For male characters only. The powers
Stealth. Assassination (unsuspecting). Hiding. of magic come at an expense for male
Combat unarmed, with a Katana, Bow and characters. Every male magic user has
Arrow, Throwing Stars, and Nunchucku. suffered somehow physically, or was
These are the traits of a Ninja. preestablished as inhuman. Examples include
Skeletor, Hordak, and even friendly Orko.
Prince A Wizard Monster must have a somehow
See King, but to a lesser extent. frightening (or frighteningly cute, depending)
appearance, to gain the benefits of a
Robot sorceress. Female magic users, with the
Robots cannot be healed, they must exception of Shadow Weaver, seem to have
be repaired, because they are magical- no problem balancing magical forces and
technology. Similarly, they can be upgraded, good looks.
refitted, and reconstructed. Cyborgs can do
this too, but to a lesser extent than a Robot.

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

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

Thing *
Your theme is some inanimate object or
concept, such as a car, jaw, the zodiac

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80s Toybox RPG by James Kerr

4. Gimmick
A Gimmick is what makes your toy different from all the others on the rack. Gimmick
encompasses everything worth advertising about your characters toy, displayed on the
packaging with bright colours among drawn explosions with exclamation marks. Spinning
Action!, Mighty Smashing Fist!, and so on. Gimmick as a priority is specific and less
debatable than Theme, so read carefully. Remember to draw your Gimmick, too. When there
is an asterisks (*) after the Gimmick, it means there needs to be some kind of specification.

Action! * the torso, so long as all four legs are on the


A particular practiced series of motions performed ground. Makes tripping nearly impossible, and
by the figure. Must be a predetermined event to be tossed from grappling is unlikely so long
ending in the word Action. May be Melee or as legs remain on the ground.
Ranged, as effects vary widely. Examples include: Two Heads: An excuse to argue with yourself.
Ramming Action! (Toppling what is ahead.)
Spinning Action! (Affecting all surrounding.) Face *
Tail Whacking Action! (Tripping or smashing.) Supernatural powers bestowed by the peculiarity
Thunder Punch! (Extra-powerful punch.) of the figures face, head, or eyes, granting up
Terror Claws! (Terrible slashing claws.) to 3 Powers chosen from the following list, or
variations thereof. This stacks with Magic. The
Body * powers may only be used on one subject at a
Something is a little strange about the figures time. Powers can be swapped each episode.
chest, although this may apply to the whole body.
Fuzzy coat of fur, with unknown advantage. Distavision - The ability to see from far
Pallet Swap toy of another toy. (Impersonate distances.
other characters as though using Deception.) Freeze Ray Eyes - Fire a laser-like blast that
Glow in the Dark. (For an instant, your bones freezes the enemy in place.
glow inciting terror in those who see!) Gammavision - The ability to see through
Offending Odor. (Your toys plastic was objects or around them.
produced with patchouli in the mold. This Gravity Distortion Beams Eyes - Distort
drives away anyone around you.) gravity around the target.
Razor Sharp Spikes. (Passive attack when Monster Face - Advantage to strength and
touched.) associated monster qualities.
Nightvision - The ability to see in the dark.
Disassemble * Optic Blast - Fire a laser-like blast that does
The ability to reduce ones toy to kibble, wholly or direct damage.
in part, such to impersonate injury, avoid attack,
minimise damage, or serve some story function. Examples include:
Eye-Patch, Insect
Extra Body Parts * Nose, Mask, Pop-
There are three options for this currently: Out Eyes, Rotating
Four Arms: The same effect as Grapple, but 3 Eyes, Rotating 3
you can also carry more things in your hands. Faces, Skull, Snakes,
Four Legs: Run in any direction Spider.
spontaneously, regardless of the placement of

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80s Toybox RPG by James Kerr

Petrifying Gaze - Staring at the enemy causes Always Has the Right Item - to always have
them to turn to stone. the relevant item for the situation, so long as
Robot Face - Advantage to intelligence, it is not a Weapon.
calculation and associated robot qualities. Always Has a Weapon - to always have
Spark Breath - Damaging breath of fire. another basic weapon hidden on your person.
Spits Water - Shooting water Adds Push, or Secret Identity. By day, normal girl - by night,
burning acid damages. truly outrageous!
Spy Sight - The ability to detect the direction
of the enemy. Stretch *
Stun Beams Eyes - Fire a laser-like blast that The neck, torso, right arm, left arm, right leg,
stuns the enemy into paralysis. left leg, or all or part of the above can stretch on
the figure beyond normal human limits and past
normal proportions. Exceptions are considered,
Flight but nothing rude. Popular examples include: All
The character can fly. This is
Limbs, Arms, Neck, or Tongue. The benefit of
probably because of wings, but
such a Gimmick is subject to player creativity and
not necessarily because you can
GM acceptance of their application.
always pretend, running the toy
through the air in front of you
saying Woooosh, woooosh,
Tail *
The figure has a vestigial tail. The look of the
wooosh. If not, draw in wings.
tail is up to the player but it must have only one
designated function, such as:
Hand * Clubbing. (Causing damage.)
The figure has one or two inhuman or otherwise Rattling. (Causing fear.)
bizarre hands, providing them greater options in Whipping. (With which to grapple.)
melee combat. The power of the hand has no per-
episode limit. Transform *
Blaster. (Long ranged energy weapon.) The figure goes through a process such that they
Chop. (Smashing material objects.) take on different physical characteristics. This
Clamp / Hook / Claw. (Binding and crushing.) imbues them with a story element, argued for
Fist. (Guards as a shield, when strikes gives advantage. The selection of a transformation can
an Added Push, and punches holes in the never change. Examples include:
scenery.) Bird. (Ex. the Sorceress turns into a hawk.)
Suction Cups. (Sticking to, as for climbing.) Driving. (Ex. When Dragstor lays down on the
Hand Replacements. (At -1 Priority, can swap floor and drives from the wheel in his chest.)
between any 3 different pre-determined Machines. (Ex. Hordaks ability to turn partly
hands.) into a machine, with his face on it.)
Rock. (Turn into a rock...if you want.)
Story Snakes. (Turn into a snake, or a huge snake,
The figure has a gimmick not immediately of five snakes from the chest up and keep
obvious, but hinted. How this plays out your legs human, like King Hiss.)
depends on how creative the Player is, and
what agreement they can come to with the GM.
Characters can draw inspiration from the Story
Advantage list for this as well, if necessary.
Examples include:

Page 13
80s Toybox RPG by James Kerr

5. Story Advantage
This is what your character does well in the
story, which is not necessarily obvious on
their toy. Probably the idea came from the
toys cardback or from cross-promotional
media like the related television programme.
When there is an asterisks (*) after the Story
Advantage it means there needs to be some
kind of specification. Because Cyborgs are magical-technology they
can be upgraded, refitted, and reconstructed, but
Acrobatics * to a lesser extent than a Robot, which is entirely
The ability to dodge blows and obstacles through subject to repairs but may be effectively controlled
a combination of leaping, ducking, squatting, by anyone with Engineering or Invention.
rolling, and flipping. Must designate either:
Acrobatics in the Air, probably flying. Deception
Acrobatics on the Land - the most common. Look innocent and harmless and enemies will
Acrobatics of the Sea, or underwater. ignore you, so long as you have given them no
reason for suspicion. Used for such things as
Army * dramatic acting, pretending to be unsuspecting, or
The backing and support of a group of intelligent having your identity mistaken.
beings. Must relate to Theme. Examples:
All Beasts in Eternia. Dramatic Effect *
All Oceanic beings. Directly as an extension of the characters Theme
Royal Palace Guards or Soldiers. or Gimmick, an effect is put into practice. Only
An army of angry skeletons. one can be chosen and the choice is permanent.
A massive barbarian horde. Can draw from either the Face or Magic lists.
Armies operate on their leaders Priority. Examples include: Acid, Energy Drain, Explode,
Petrify, Poison, Repulse (in an area of effect). This
Control Something * is the other category of Story Advantages, and
Capable of manipulating one of: Plants, Wind, or the parameters of what happens (How much does
the like according to the characters Theme or Acid burn? Does it melt solid objects or just cause
Gimmick. You cannot change the thing, only a lot of pain?) is subject to player creativity, GM
control. agreement, and precedent.

Cyborg Engineering *
Capable of partially repairing damage and injury Construct Robots or Vehicles and repair Robots,
simply by tinkering with their own cybernetic Vehicles or Cyborgs. Create simple tools and
parts. In the context of the episode being a standard weapons. In story terms, this can be
Cyborg can break the characters fall, limit certain used as a mechanism to introduce plot elements.
damages, but also increases the damage done This must be reflected on the characters Toy.
by things like electricity or magnets. The greatest
benefit to being a cyborg is that you can more
drastically apply your Theme and Gimmick without
being limited by human anatomical standards.

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80s Toybox RPG by James Kerr

Grappling Teleport Portal: Conjure a wavy blue portal


Advantage in all scaling, climbing, or ensnaring, that can transport as many figures or
holding, and crushing or the like according to the creatures as you want, but no vehicles nor
characters Theme or Gimmick. This could mean playsets. Closes on demand.
Webs or an otherwise constricting motif, such as Zap Finger: Point your finger and blast with
Stretching Arms. an energy ray, and appropriate sound effects.
Or, make up something yourself that sounds
Invincible * reasonable and solicit permission from the
One physical aspect of the character is GM.
considered, for all story purposes, immune to
physically harm. For example: A clamp, a hand, Magic is unpredictable and its effects and
a neck, a sword, or an unmoving non-acting ramifications are entirely to the whim of the GM.
transformed state. By its nature, it will often backfire or go awry.

Location * Martial Arts


A character is considered powerful in a certain Advantage to all non-damaging options of
location such as the Palace of Eternia or Castle combat, such as pushing, tripping, throwing,
Greyskull. The boundaries of this location must and manoeuvring opponents. Martial Arts is
be clear. Within its boundaries, the location can not Acrobatics, and only applies to offensive
be used to the characters Advantage as well as a maneuvers. Martial Arts will do most of the things
separate priority to come to their aid. Grapple will do, but in a contest between the two,
Grapple will always win.
Magic *
Supernatural powers are bestowed on the One of Many
character. The spells cast by Magic do not have You are but one of an army. Whenever one
to be predetermined. Magic stacks with Face for character is destroyed, another - plot and GM
spells. Spells may only be used on one subject at permitting - will enter the scene.
a time.
Strength
Animate Object: Bring Advantage to all matters of grabbing, lifting,
an object to a kind of throwing, pushing, or striking with a Melee
limited life, controlled Weapon or Unarmed. Athletic pursuits are
by the GM. also included such as running, jumping, and
Exploding Aura: swimming. Strength will do many of the same
Energy explodes out things as Grapple, but in a contest between the
from the characters two, Grapple will always win.
body for a distance
of approximately 3 Super Senses
inches. The intention of this is to interrupt Hearing, smell, tasting, touching, vision, and an
grapples, destroy handcuffs and shackles, or ambiguously defined sixth sense are all greatly
otherwise escape bondage. enhanced. The extent of this is proportional to its
Powerful Shield: Instantly raise a shield priority, however, even a 6th priority Super Senses
against all attacks in a 20 diameter radius will grant an advantage.
Telekinesis: Move objects around the room.

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80s Toybox RPG by James Kerr

6. Weakness Revealed The Weakness listed


Whenever a weakness is here that require some
intentionally played, the character explanation are Limit
will receive an advantage on and Location.
their next action. The Weakness
can also, circumstantially, be Limit: Put a story
used against the character as a limitation on your
disadvantage by the GM, in which character, such as
case no advantage is gained. Lost One Arm in
Battle, or Must
This is not a technical weakness Always Be Mounted on
as much as guideline to help you His Vehicle. For very
play your character the way you extreme limitations, you
decide you would like to, in order could argue a greater
to bring out the flavour of the currency from your
story. GM such as gaining a
priority difference (or
Whenever the player makes 3 advantages) when it
the choice for their character gets in your way. (There are no
to be impaired by weakness, Rndm Weakness
circumstances in this game where
they gain the advantage. 01-09 Arrogance the player could ever get more
There are no explanations 10-18 Confidence than a priority in one go, and the
for Weakness because the limit would have to be something
interpretation of how best to 19-25 Confused
extreme, because characters
use them must come from the 26-35 Cowardice may eventually break free from
players creativity, and the GM 36-39 Creepy their limitations, sometimes
must agree in order for it to be inexplicably, so long as it agrees
40-44 Elderly
relevant. with the GM and their direction,
45-46 Eyepatch and the Episode. Between-episode
Please note that GMs will be 47-53 Foolish continuity is not tremendously
understandably stingy with this important.
54-58 Limit *
tactic, so if youre going to try to
farm your own weakness, youd 59-62 Location *
Location: Specify a location
better make it good. 63-69 Pride where your power is confined.
70-76 Reckless For instance: your Gimmick only
Characters may have more than works when you are in a forest.
one Weakness circumstantially, 77-79 Sympathy
Use of Location is an easy way
but this is the only one that 80-86 Unfeeling to get advantages at a similarly
counts. 87-95 Unintelligent expanded currency as Limit.
96-00 Young

Page 16
80s Toybox RPG by James Kerr

7. Packaged Accessories Laser Pistol


Every toy will come with accessories. Custom Advantage for ranged attacks on objects
figures come with 3 common accessories. and scenery but vulnerable to mirrors and
Accessories accompany the figure and do reflective surfaces.
not need to be separately purchased, unless
the kid is Poor (in which case the toy has Full Armour
no Accessories.) Poor Kids have to purchase Head-to-toe covering treats wounding
their own characters Accessory Pack at the physical damage of 3, 2, or 1 Priorities higher
store. Accessory Packs at the store contain as though it were -1. Full Armour has two
3 common accessories. If you dont want 3 disadvantages in weight, interfering with
Accessories then Uncommon Accessories, such acts as swimming, climbing, jumping,
Vehicles, Creatures and playsets are worth 2 tumbling, and even running long distances.
common accessories each.
Mace
Arm Bands Advantage vs. Full Armour and Breast-Plates
Advantage when in grappling or crushing and their wearers in melee combat. This is
situations. considered a Heavy weapon, and will knock
opponents back with an Added Push.
Axe
Advantage to destroy objects and scenery. Shield
This is considered a Heavy weapon, and will Lessen incoming physical and magical
knock opponents back with an Added Push. damage by -1 Priority, and by -2 Priorities if
it is blocking the radius of an attack, rather
Belt than being in its direct line. For instance:
All figures have a belt, but this is the extra debris from an explosion.
strap-on plastic belt, allowing figures to carry
another Accessory not in their hands. Staff / Wand / Spear
Advantage for fighting more than one
Bow / Crossbow opponent. This description for a Staff is also
Advantage for ranged attacks on objects used for wand, spear, and any other pole-
and scenery. The crossbow is considered the arm. Staves also offer an Advantage for any
same weapon for these purposes. magic channeled through it.

Breast-Plate Strap-on Armour


This is the clip-on two-sided chest Simple armour around your chest by straps
attachment armour, treating physical damage ignores incidental damage of
of anything 2 or 1 Priorities higher as though less than a Priority.
it were -1 Priority. Breast-Plates have a
disadvantage to weight, which could get in Sword
the way during swimming or if someone has Advantage. vs. deflecting lasers
to carry the character. or magic with the sword edge,
and to automatically cut arrows
out of the air.
Page 17
80s Toybox RPG by James Kerr

Custom Accessories
For the cost of 2 Common Accessories, you
may instead choose to give your character
1 Custom Accessory. Use the matrix below
to figure out what it can do. Custom
Accessories must fit with character Theme.

Advantages and Disadvantages must


balance such that the item has an effective
Priority of 0. Disadvantages will raise the
relative Priority of the Item, and Advantages
will lower it. By the end of the Custom
Accessory Creation, the Accessory must
have 0 Priority, so that the characters own
Priority for Accessories can be used instead.
Advantages
Some figures you buy at the store will come Added Push: -1 Priority.
with Custom Accessories as well as regular Channel Magic (Choose one Spell
accessories at no extra cost. from the list of Magic): -1 Priority each.
Destroy Scenery: -1 Priority.
Steps for Custom Accessories Greater Damage: -3 Priorities.
1. Choose Type: Roughly define the Intelligent: -1 Priority.
purpose of the Accessory. This may raise Quick: -1 Priority.
or lower Priority, depending. Theme, Gimmick or Story Advantage on
2. Choose Advantages: Lowers Priority. a case-per-case basis, usually: -1
3. Choose Disadvantages: Raises Priority.
4. Balance the Item: Priority must equal 0,
Disadvantages
so that the Characters prescribed Priority
Breaks Upon Use: +3 Priorities.
to Accessories can be used.
Fragile: +1 Priority.
Heavy or Slow: +1 Priority.
Often Lost: +2 Priorities.
Unique / Irreplaceable: +2 Priorities.
Unreliable: +2 Priorities.

These disadvantages are very circumstantial


and will only come up if they become an
Types of Accessories issue for the character. Heavy and Slow are
1. Armour / Shield: At +0 Priority. only slightly different. If the character has
2. Blaster: At +0 Priority. a Theme, Gimmick or Story Advantage that
3. Melee: At +1 Priority. gives them greater strength, then a Heavy
4. Non-Damaging: At +2 Priority. accessory is treated normally, but a Slow
accessory is still Slow.
Page 18
80s Toybox RPG by James Kerr

Accessory Type Advantages & Disadvantages


Battle Armour Armour Heavy, Slow, Special: Halve Damage 3 times per Episode.
Beam Blaster and
Blaster Intelligent, Special: Stationary tower mini-playset.
Artillery
Fragile, Gimmick: Climb any height in play, Quick. Costs
Cliff Climber Non-D
only 1 accessory instead of 2.
Dragon Blaster Blaster Fragile, Intelligent little dragon backpack who shoots flame.
Flying Fists Shield Shield Added Push, Often Lost, Quick.
Gun Backpack Blaster Added Push, Quick, Unique. Owned only by Rio Blast.
Havok Staff Blaster Destroy Scenery, Channel Magic x3, Often Lost, Unreliable.
Jet Sled Non-D Quick, Special: Flying & Crashes Often as a Vehicle.
Megalaser Blaster Destroy Scenery, Greater Damage, Unreliable, Slow.
Nunchuks Melee Special: Advantage to disarming. Owned by Ninjor.
Destroy Scenery, Heavy, Story Advantage: Power of
Power Sword Melee
Greyskull, Unique. Owned only by He-Man.
Gimmick: Advantage to grappling, Quick, Unique. Owned
Power Pincher Non-D
only by Clamp Champ.
Laser Light Armour Gimmick: Lights up, dazing NPCs, Slow, Unique.
Laser Power Armour Gimmick: Lights up, dazing NPCs, Slow, Unique.
Scuba Attack Non-D Special: Zoom as a Vehicle underwater.
Slime Vat Special: Fuels the mind control of the Fright Zone playset.
Other
Each Slime Vat costs 1 accessory.
Stilt Stalker Destroy Scenery, Fragile, Special: Taller than others. Costs
Non-D
only 1 accessory instead of 2.
Terror Claws Melee Greater Damage, Often Lost, Quick.
Thunder Punch Breaks Upon Use, Greater Damage. Each ammo costs 1
Melee
Ammo accessory and is good for 1 use only.
Tower Tools Non-D Construct 3 random -1 priority objects.

Remember that when making a Custom Character, Custom Accessories do not need to be
purchased separately from the Toystore so long as you spent 2 common accessories on them.
They will come packaged with your Custom Character, and probably be pretty well advertised
on the cardback as the newest, greatest thing...unless you are playing a Poor Kid.
Page 19
80s Toybox RPG by James Kerr

8. Vehicles & Creatures


Both vehicles and creatures are required to adhere to an animal Vehicles & Animal
theme. Because technology is intermixed with magic, all vehicles Creatures Totem
are considered partly sentient but not necessarily intelligent.
Attack Trak Warthog Me
Custom Vehicles & Creatures Bashasaurus Triceratops Me
Vehicles & Creatures are worth 2 common accessories. Battle Bones Dinosaur Zo
Like with uncommon accessories, Priorities must balance
Battle Cat Tiger Me
so that the character Statistic for Vehicles & Creatures
can be used. Vehicles or creatures may not be used by Battle Ram Ram Me
another Allegiance than their own. Bionatops Dinosaur Bla
Blaster Hawk Hawk Fly
Types of Vehicles & Creatures
Dragon Walker Dragon Zo
1. Flying: At the Priority of the Statistic.
2. Melee: At the Priority of the Statistic. Fright Fighter Dragonfly Fly
3. Zoom: At the Priority of the Statistic. Lank Shark Shark Me
4. Blaster: At -1 Priority to the Statistic.
Laser Bolt Monster Bla

Combination Vehicles & Creatures Mantisaur Mantis Me


If you want your Vehicle or Create to be more than
one Type, for instance Flying and Blaster, then use Meteorbs Varies Me
this chart to figure out the proper Priority adjustment. Monstriod Crab Me
Blaster Flying Melee Zoom Night Stalker Horse Bla

Blaster -1 -2 -2 -2 Panthor Panther Me


Road Ripper Lizard Zo
Flying -2 - -1 -1
Roton Monster Me
Melee -2 -1 - -1
Screeech Falcon Fly
Zoom -2 -2 -1 -
Sky Sled Bird Fly
Spydor Spider Me
Advantages Disadvantages Stridor Horse Bla
Armored: -1 Priority. Crashes Often: +2 P.
Intelligent: -1 Priority. Creature: +1 Priority. Talon Fighter Eagle Fly
Quick: -1 Priority. Fragile: +1 Priority Turbodactyl Dinosaur Fly
Transport-Prison One: -1 P. Unable to Mount: +1 P. Tyrantisaurus Rex Dinosaur Me
Transport-Prison Two: -2 P. Unique: +2 Priorities.
Transport-Prison Many: -3 P. Unreliable: +1 Priority. Wind Raider Bird Fly
Slow: +1 Priority.
Zoar Hawk Fly
Strange Parts: +1 Priority.

Page 20
80s Toybox RPG by James Kerr

Type Advantages & Disadvantages Allegiance

elee-Blaster Crashes, Intelligent, Slow. Heroic Warr


elee Armoured, Unreliable. Heroic Warr
oom Creature, Intelligent, Transport-Prison Many, Unable to Mount, Unique. Heroic Warr
elee-Zoom Armoured, Creature, Intelligent, Unique. Heroic Warr
elee-Blaster Special: Always Crashes, Special: Sky Sled attached to front. All
aster-Melee Armoured, Crashes, Creature. Heroic Warr
ying-Blaster Armoured, Crashes, Slow. Heroic Warr
oom Intelligent, Unreliable. Heroic Warr
ying-Blaster Crashes, Quick, Unreliable. Evil Warr
elee-Blaster Slow, Special: Blaster Weak, Transport-Prison One. Evil Warr
aster or Zoom Fragile, Special: Transforms between Types, Strange Parts. Heroic Warr
Creature, Fragile, Intelligent, Transport-Prison Two, Special: Rear-
elee Evil Hoard
Mounted Weak Blaster, Unique.
elee Creature, Intelligent, Unable to Mount, Special: Transform into Meteor. All
elee Capture Two, Creature, Unable to Mount. Evil Hoard
aster Armoured, Creature, Quick, Unique. Evil Warr
elee-Zoom Creature, Intelligent, Quick, Unique. Evil Warr
oom None. Heroic Warr
elee Slow, Special: Spinning Blades act as Melee. Evil Warr
ying-Melee Armoured, Creature, Unable to Mount. Evil Warr
ying-Blaster Crashes, Special: Detaches from Battle Ram. All
elee Capture One, Creature, Fragile, Special: Weak Blaster. Evil Warr
aster Armoured, Creature, Quick, Unique. Heroic Warr
ying-Melee Special: Invincible, Special: Weak Blasters, Strange Parts, Unique. All
ying-Zoom Creature, Fragile, Transport-Prison Two. Heroic Warr
elee-Blaster Creature, Unreliable. Snake Men
ying Slow, Special: Grappling Hook. All
Creature, Intelligent, Special: Flee to Castle Greyskull, Transport-
ying-Melee Heroic Warr
Capture 1, Unique.

Page 21
80s Toybox RPG by James Kerr

9. Playsets Custom Playsets


Instead of choosing a Playset from the
When a Player purchases a Playset at the Toystore, a Player may instead return home
Toy Store it is tied to the character. Custom and build their own for the same price. Use
characters can come with a playset if they the matrix below to figure out what this new
give up 2 common accessories. Characters Playset can do. All Playsets must be designed
with a playset have access to the Playsets to fit a certain Allegiance.
rooms, resources and its prize Treasure. A
rival faction can take over the Playset and There is more freedom in constructing
steal that Treasure (or occupy it for the custom Playsets than Characters, Vehicles &
resources of its rooms), but only if they Creatures or Accessories, because Playsets
overcome the rungs of the Playsets difficulty, are essentially levels for the game, and
in the following order. it is up to the characters to argue how to
overcome them. Playset building becomes
Entrance a fill-in-the-blanks project. You can have
Guards multiple answers for each question - and are
encouraged to have several under Rooms
Traps & Towers, because the opposing Player will
Rooms usually get to choose which one they wish to
Treasure tackle in order to move on to the next rung
and eventually acquire the Treasure of your
Each of these rooms are at the difficulty of Playset. All Playsets must have a name.
the Priority of the player character who first
Entrance: This can be a description of
purchased the Playset. If multiple Players
distance, such as somewhere hidden in
went in on purchasing the Playset, priority
the swamps of Killik, or something nearer,
follows whomever devoted the most money.
such as the front door is across a suspicious
If this is equal, then it is whomever the
looking rustic suspension bridge. or simply
Players agree between them is the guardian
the word: mouth.
of the Playset.
Guards: This can be an army of minor
characters, one powerful monster, or
anything in-between. This can also be used
to introduce new characters or things.

Rooms & Towers: Whatever is inside


before getting to the Treasure. See
examples.

Treasure: The ultimate goal - is it just


Gold, or Books? Magic Power? A kidnapped
villager?

Page 22
80s Toybox RPG by James Kerr

Point Dread
Entrance: Mirages of the Mystery Desert.
Guards: Magical Defense.
Traps: Magical Traps of Illusion.
Rooms & Towers: Library.
Treasure: Ancient Knowledge Database, The
Talon Fighter Vehicle. Also the whole playset
can be attached to Castle Greyskull!

Slime Pit
Entrance: Through Horde territory.
Guards: Horde Troopers.
Traps: Giant bony claws.
Rooms & Towers: Dungeon.
Treasure: Ensnared victims are covered in
Castle Greyskull slime that makes them mindless zombies to
Entrance: Jaw Bridge over bottomless moat. the operator of the Slime Pit. The Playset
Guards: Magical Barriers surround the castle. comes with one vat of slime, good for only
Traps: Magical Traps of Illusion. one use, but more vats can be purchased at
Rooms & Towers: Armory, Computer System, the Toy Store.
Dungeon, Throne Room.
Treasure: Profound Magical Power. The Slime
Pit. This
Eternia Royal Palace is exactly
Entrance: Huge Stone Wall with Gate. the kind of
Guards: Cat Guardian, Palace Guards. thing mum
Traps: Man-At-Arms Auto-Laser Turrets. would not
Rooms & Towers: Armory, Computer System, like at the
Dungeon, Engineering Lab, Throne Room. kitchen
Special: Monorail. table.
Treasure: Gold and Political Power.

Fright Zone
Entrance: Long and Winding Road. Snake Mountain
Guards: Dragon. Entrance: Catacombs.
Traps: Evil Tree that ensnares characters Guards: Giant Snake, Skeletons.
within its branches and send them to the Traps: Trap door into a net, Lava.
Dungeon, and foot-clamping stones. Rooms & Towers: Armory, Computer System,
Rooms & Towers: Dungeon, Hordaks Sorcery Dungeon, Throne Room, Meeting Room,
Room. Engineering Lab, Special: Frightening
Treasure: Hordaks Sorcery Research and Broadcast Room.
associated items of power. Treasure: Skeletors gold, Portal to the
captured dimension of the Snake Men.
Page 23
80s Toybox RPG by James Kerr

10. Friend and Foe


Identify one character as a Friend, and you get an Advantage when helping that character in some way. Yo
them in some way. You are free to choose among the custom characters your fellow players have made, o
Character Name Allegiance Theme Gimmick Story Adv
Beast-Man Man Evil Warrior Beast Body: Huge Muscles Army: All Beasts
Blade Descriptive Evil Warrior Soldier Face: Eye-Patch Martial Arts
Blast-Attack Descriptive Evil Warrior Robot Disassemble: In Half Effect: Explode
Buzz-Off Play On Words Heroic War Bee Flight Acrobatics: Air
Clamp Champ Play On Words Heroic War Guard Hand: Clamp Super Senses
Clawful Play On Words Evil Warrior Crab Hand: Clamp Invincible: Clam
Dragstor Play On Words Evil Horde Car Transform: Driving-thing Cyborg
Evil-Lyn Play On Words Evil Warrior Sorceress Story: Pallet Swap Magic
Extendar Play On Words Heroic War Knight Stretch: All Limbs Cyborg
Faker Descriptive Evil Warrior Robot Story: Pallet Swap Deception
Fisto Play On Words Heroic War Barbarian Hand: Fist Invincible: Hand
Grizzlor Play On Words Evil Horde Beast Body: Fuzzy Strength
Gwildor Other Heroic War Wizard Monster Holder of the Key Engineering
He-Man Man Heroic War Barbarian Story: Secret Identity Strength

Hordak Descriptive Evil Horde Wizard Monster Transform: Machines Magic


Horde Trooper Descriptive Evil Horde Robot Disassemble: All One of Many
Jitsu Play On Words Evil Warrior Warrior Hand: Chop Martial Arts
King Hiss Descriptive Snake Men Snake Transform: Snakes Magic
King Randor Other Heroic War King Story: King of Eternia Location: Royal
Kobra Khan Play On Words Evil Warrior Snake Spitting Action! Effect: Acid
Leech Play On Words Evil Horde Snake Hand: Suction Cups Effect: Energy D
Man-At-Arms Man Heroic War Soldier Story: Always an Item Engineering
Man-E-Faces Man Heroic War Soldier Face: Rotating 3 Faces Deception (Actin
Mantenna Play On Words Evil Horde Alien Face: Pop-Out Eyes Spc: Extra Legs
Mekaneck Play On Words Heroic War Soldier Stretch: Neck Invincible: Neck
Mer-Man Man Evil Warrior Aquatic Body: Oceanic Fins Army: Sea Creat
Modulok Play On Words Evil Horde Alien Disassemble: All Engineering
Mosquitor Descriptive Evil Horde Mosquito Face: Insect Nose Effect: Energy D
Moss-Man Man Heroic War Plant Body: Fuzzy Control: Plants

Page 24
80s Toybox RPG by James Kerr

ou cannot be your own friend. Identify another character as a Foe, and you get an Advantage to harm
or from cannon characters listed below, even if they are not yet in the Toybox.
v. Weakness Friend Enemy Accessories Wave Year
s Unintelligent Mer-Man x Arm Bands, Brst-Plate, Whip 1 1982
Eyepatch Saurod x Sword, and another sword 6 1987
Arrogance Extendar x Axe (known as a Tech Axe) 6 1987
Reckless Stratos Webstor Axe 3 1984
Pride Fisto x Brst-Plate, Power Pincher* 6 1987
mp Unintelligent Whiplash x Brst-Plate, Mace 3 1984
Unfeeling Extendar x Crossbow 5 1986
Sympathy Facless One x Wand 2 1983
Unfeeling Blast-Attack x Full Armour, Shield 5 1986
Unintelligent None x Strap-on Armour, Sword 2, 6 1983/87
d Pride Clamp Champ Jitsu Brst-Plate, Sword 3 1984
Unintelligent Mantenna x Crossbow 4 1985
Creepy None x Wand 6 1987
Pride Man-At-Arms Skeletor Axe, Shield, Strap on Armour, 1 1982
Power Sword*
Arrogance None x Crossbow, Shield 4 1985
Unintelligent Each Other x Tech Spear (shoots lasers) 5 1986
Unintelligent Two-Bad Fisto Brst-Plate, Sword 3 1984
Pride None Zodac Brst-Plate, Shield, Staff 5 1986
Palace Royal Palace Wife x Brst-Plate, Cape, Spear 6 1987
Cowardice None x Laser Pistol 3, 5 1984/86
Drain Unintelligent Mosquitor x Crossbow 4 1985
Elderly Prince Adam x Arm Bands, Brst-Plate, Mace 1 1982
ng) Confidence Ram Man x Laser Pistol 2 1983
Foolish Grizzlor x Crossbow 4 1985
k Confidence Buzz-Off x Mace 3 1984
tures Foolish Beast-Man x Strap-on Armr, Sword, Trident 1 1982
Creepy Multi-Bot x Laser Pistol 4 1985
Drain Creepy Leech x Laser Pistol 6 1987
Pride Plants x Mace 4 1985

For everything marked with an asterisks (*) see Uncommon Accessories pg. 17. Page 25
80s Toybox RPG by James Kerr

Character Name Allegiance Theme Gimmick Story Adv


Multi-Bot Descriptive Evil Horde Robot Disassemble: All Spc: Four Legs
Ninjor Descriptive Evil Warrior Ninja Face: Mask Martial Arts
Orko Other Heroic War Wizard Monster Flight Magic
Prince Adam Other Heroic War Prince Story: Pallet Swap Deception
Ram-Man Man Heroic War Soldier Ramming Action! Invincible: Head
Rattlor Play On Words Snake Men Snake Stretch: Neck Tail: Rattle
Rio Blast Play On Words Heroic War Cowboy Story: Always a Weapon Cyborg
Roboto Descriptive Heroic War Robot Hand: Replacements Strength
Rokkon Play On Words Heroic War Rock Transform: Rock Invincible: Rock
Rotar Descriptive Heroic War Spinning Top Spinning Action! Cyborg
Saurod Other Evil Warrior Lizard Spark Breath Action! Tail: Whip
Scare Glow Descriptive Evil Warrior Wizard Monster Story: Glows in the Dark Magic
Skeletor Descriptive Evil Warrior Wizard Monster Face: Skull Magic

Snake-Face Descriptive Snake Men Snake Face: Snakes Effect: Petrificat


Snout Spout Play On Words Heroic War Elephant Water Spitting Action! Strength
Sorceress Descriptive Heroic War Sorceress Transform: Zolar Magic
Spikor Play On Words Evil Warrior Blowfish Hand: Trident-Fork Effect: All Body
Squeeeze Play On Words Snake Men Snake Stretch: Arms Grappling
Stinkor Play On Words Evil Warrior Skunk Story: Offending Odor Super Senses
Stonedar Play On Words Heroic War Rock Transform: Rock Invincible: Rock
Stratos Play On Words Heroic War Hawk Flight Acrobatics: Air
Sy-Klone Play On Words Heroic War Wind Action: Spinning Action Cyborg
Teela Other Heroic War Warrior Story: Pallet Swap Acrobatics: Land
Trap-Jaw Descriptive Evil Warrior Jaw Hand: Replacements Cyborg
Tri-Klops Play On Words Evil Warrior Warrior Face: Rotating 3 Eyes Engineering
Tung Lashor Play On Words Snake Men Snake Stretch: Tongue Effect: Poison
Twistoid Play On Words Evil Warrior Spinning Top Spinning Action! Cyborg
Two Bad Play On Words Evil Warrior Monster Face: Two Heads Engineering
Webstor Play On Words Evil Warrior Spider Face: Spider Grappling
Whiplash Play On Words Evil Warrior Lizard Thrashing Action! Tail: Club
Zodac Descriptive Evil Warrior Zodiac Face: Mask Magic (Cosmic P

When a Player receives the Toy of a cannon character, THEY assign Priority b
Page 26
80s Toybox RPG by James Kerr

v. Weakness Friend Enemy Accessories Wave Year


Unfeeling Modulok x Laser Pistol 5 1986
Arrogance Scareglow x Bow, Nunchuks*, Sword 6 1987
Young Battle Cat x Magic Coins!* 3 1984
Cowardice Teela x Power Sword* 3 1984
d Unintelligent Man-E-Faces x Axe 2 1983
Creepy Tung Lashor x Staff 5 1986
Pride Snout Spout x Gun Backpack*, Laser Pistols 5 1986
Young Sy-Klone x Full Armour 4 1985
k Young Stonedar x Laser Pistol 5 1986
Limited Ground Man-At-Arms Twistoid Axe 6 1987
Confused Blade x Laser Pistol 6 1987
Creepy Ninjor x Cape, Staff 6 1987
Arrogance None He-Man Belt, Strap-on Armour, Havok 1 1982
Staff*, Sword
tion Creepy Squeeeze x Staff, Shield 6 1987
Pride Rio Blast Mer-Man Axe, Strap-on Armour 5 1986
Castle Greyskull Man-At-Arms x Staff 6 1987
Spikes Foolish Stinkor x Brst-plate (natural), Mace 4 1985
Unintelligent Snake-Face x A pet snake 6 1987
Foolish Spikor x Strap-on Armour, Shield 4 1985
k Elder Rokkon x Laser Pistol 5 1986
Pride Mechaneck x Arm Bands, Strap-on Armour 1 1982
Pride Roboto x Shield 4 1985
d Reckless Prince Adam x Shield, Staff, Strap-on Armour 1 1982
Arrogance Tri-Klops x Belt 2 1983
Cowardice Trap-Jaw x Belt, Strap-on Armour, Sword 2 1983
Creepy Rattlor x Crossbow, Staff 5 1986
Limited Ground Tri-Klops Rotar Staff 6 1987
Confused Jitsu x Strap-on Armour, Shield 4 1985
Creepy None Buzz-Off Strap-on Armour, Laser Pistol 3 1984
Unintelligent Clawful x Spear 3 1984
Power) Arrogance Sorceress King Hiss Strap-on Armour, Laser Pistol 1 1982

based on their whim. This helps cannon characters feel different each time. Page 27
80s Toybox RPG by James Kerr

11. Assign Priorities Overview


Assign Priorities to the six following The game is divided into several segments
Statistics: Theme, Gimmick, Story Advantage, of play. Here is an overview of them:
Accessories, Vehicles & Creatures, and
Playsets, by writing in a number from 1st 1. Toy Store: New characters are made and
to 6th on your character sheet, without cannon characters, accessories, vehicles,
repetition. 1st is best. 6th is worst. Priorities creatures and playsets are purchased. The
can be swapped between Episodes. structure of this varies based on what kind
of a kid you are. There are no Questions
Rank asked in this Segment of play.
Theme 1st to 6th 2. Kitchen Table: The Kids return from the
Gimmick 1st to 6th Toy Store to the house of one of the players,
probably the person hosting the game night.
Story Adv. 1st to 6th They begin play at the metaphorical Kitchen
Table, where the scene of the game is set. It
is not necessary to move around the house
in real life. In this Segment, Good Guys and
Accessories 1st to 6th Bad Guys are usually kept separated in the
story.

3. Living Room: The separated teams


Vehicles & 1st to 6th
crash together as their goals conflict. The
Creatures situation changes unexpectedly for everyone
and becomes more complicated than
originally believed. It is likely at this point
that a Priority Battle will occur.
Playsets 1st to 6th
4. Backyard: All character issues come to
a head and the story situation is resolved.
12. Action Pose If there has not been a battle at this point,
there will be now.
Draw your
character and their X. Imaginary Additions: When the story
equipment on needs an added something to help move it
the Toy template along, go here.
available on your
character sheet, so X. Priority Battles: To battle!
that everyone can
see what they look 5. Public Service Announcement: Where
like. Players reflect on the Title and Moral of the
story, and the game ends...until next week!

Page 28
80s Toybox RPG by James Kerr

A simple win is all that is usually


required, but for more detailed or intense
moments, see Priority Battles.
5. A priority when used in battle is shut
down until the next Segment.
6. Any character directly involved in a
situation (like being engaged in a priority
battle) can respond even if it is not their
turn, or their turn has already happened,
or the player has already played or plans
on playing another character. Although
reactions happen outside of turn order,
the turn order of reactions remains the
same, left to right around the circle.
7. The GM may call for a response to a
contest of priorities by all characters in
Gameplay play of an entire allegiance, and may call
for a) one character to step forward to
There are two main forms of play: Priority win the priority battle for everyone or b)
Battles, which are usually battles with other all players will be required to win against
players characters or a GMs situation, and the same priority, depending on the
Questions, where the players creatively circumstance.
(in and out of character) answer questions
put to them by the GM. When the pacing is Questions
getting slow, return to Questions. When the Questions are found in the different
Questions are getting slow, do battle. segments outlined below. If the GM thinks
the next question is not appropriate to
General Rules the situation they will skip it. If they think
1. Turn order follows from the left of the another question, which has perhaps just
GM around in the circle of players. When occurred to them, would better suit the
that circle is complete, one round has game, then that one is used. The GM does
elapsed. This includes Questions. not ask him or herself a question. At any
2. Each player can be holding up to 3 point in the question process, a Player
characters or an equivalent in vehicles, can choose to say I dont know and the
creatures and playsets at any one time. question will be resolved by a random roll by
3. A player can only use 1 of their the GM, or passed to the next person.
characters on a turn. A vehicle, creature Gameplay is divided into 5 Segments,
or playset may be used simultaneously collectively called an Episode, which rotate
with the character with which they are continuously until the game is satisfied.
associated. There are Questions for all Segments except
4. Conflict resolution is priority versus the Toy Store.
priority with the highest priority winning.

Page 29
80s Toybox RPG by James Kerr

1. Toy Store Players are not forced to buy anything and


can keep their money for next time. During
After players have created their own custom any visit other than the first the Player can
character, which, through their circumstance choose to forgo all cannon options and design
as a child has come into their possession, another custom character. Custom characters
they get a visit to the Toystore. There are are always available for purchase at the next
two types of Toystores - big and small. and every subsequent visit. However, only 3
Different children are allowed (by their characters can be Held by the player, the
parents) to visit different stores. The GM rest must be in the Toybox, where anyone can
narrates the visit to the Big Box Store first, draw and use them, including the GM!
then the Mom n Pop Store.
Players can and will make deals with each
Visits to the local Toy Store are emotionally other over borrowing and swapping money
complex events for any child looking for their to take advantage of sales at different stores,
favourite toy, as such it breaks down into because thats what friends do for each other.
several stages.
Toy Store Prices:
Masters of the Universe Figures retail at
Players go through the Toy Store segment
$5 each, and go on sale for 2 for 1.
only once per episode but the effects are
Masters of the Universe Accessory Packs
cumulative over the Season as the Toybox fills.
retail at $3 each, and go on Sale for $2
each.
Masters of the Universe Gift Sets and
3-Packs of Figures retail at $12 each, and
go on Sale at $10 each.
Masters of the Universe Creatures and
Vehicles retail at $10 each, and go on
Sale for $7 each.
Masters of the Universe Playsets retail at
$20 each, and go on sale for $15
each.

Page 30
80s Toybox RPG by James Kerr

Remembering the Commercials: First, The Mom n Pop Store: The local
Players turn to the Toy Store Random Toy independent shop has only a small selection
Charts in their MotU RPG books to see what of toys but will happily make special orders
is potentially available for that wave. The GM because they are nice people and just happy
will announce what wave it is. for the business. They may attempt to buy
your love by giving you an inexpensive toy
The Big Box Store: The stores from the for free. First, the GM rolls randomly on the
Commercials have lots of selection but refuse events table to see what is going on at the
to do special orders, or really even talk to store. Then, to construct this much smaller
you. First, the GM rolls randomly on the isle, the GM moves around the circle of
events table to see what is going on at the players having them roll for Sold Out twice,
store. Then, to construct the Toy isle, the GM rather than once. The previous waves is
starts on their left getting each Player to roll rolled normally, then purchasing occurs. If a
once on percentile dice and crosses off those Player is dissatisfied with the selection, they
characters as Sold Out. After the first wave may choose to make a special order for one
of Toys the GM also asks the Players each to Toy for the next wave of Toys. It will arrive
roll once to see what is at the Toy Store from the next time they are in the store.
the previous wave. Players then purchase
Toys based on availability. You may not jump back and forth between
toy stores. Your parents are busy.

Toystore Random Events


The next Player to have a Turn instead rolls, in view of everyone, a ten-sided dice to generate
the random events going on at the Toystore. The GM may alternatively choose to roll.
Roll Big Box Store Mom n Pop Store
1 Closed down due to renovations. Closed down due to the poor economy.
2 Closed Today. Closed Today.
3-7 Open for business as normal. Open for business as normal.
Sale on specific MotU Toys.
Roll Sale Roll Sale
8 1-2 Accessories 7-8 Gift-sets
3-4 Figures 9-10 Playsets
5-6 Vehicles & Creatures

9 Sale on all available MotU Toys! Sale on all available MotU Toys!
The stock boy made a mistake and The kindly shop owned makes a gift of one
0 accidently put one Toy from the next Figure to the Poor Kid(s), for being such a
line on the shelves before its shelf date. good and loyal customer(s).

Page 31
80s Toybox RPG by James Kerr

2. Kitchen Table
This stage establishes the context and the
themes for the episode and introduces
the initial conflict. Players begin with their
original characters and one thing they just
got from the store. All other items purchased
from the store go into the Toybox for now.
In the case of this Segment, one column
is asked - either Good Guys or Bad, in its
entirety, before moving on to the other. If
there are no Bad Guys out of the Toybox
then the Bad Guys in this stage may be
imaginary (Shadow Beasts, Dragons, or
whatever other NPC the GM can invent).

In this Segment the GM uses the series of questions as a spring board in order to get a
conflict going whereby an Imaginary Playset, Imaginary Character (NPC) or Imaginary
McGuffin is designed, and if not resolved then at least brought to its logical conclusion, in
order to bring the Players to the next Segment.

Kitchen Random Events


The next Player to have a Turn instead rolls, in view of everyone, a ten-sided dice to generate
the random events going on in the Kitchen. The GM may alternatively choose to roll.
Roll Kitchen Events
1 Oops. Food on the Toys. Characters must return to their home base to be cleaned.
2 Distracting little sister. Some NPC monster will horribly disrupt the story.
3-7 Regular everyday fun.
An environmental factor must go into play such as the table, chairs, cupboards, sink,
8
cutlery, dishes, fridge, or stove. This must become part of the story environment.
Snacks! Your moms the best. Everyone is SUGAR HIGH so the imaginary power level
9
in the game goes UP, and becomes A LOT MORE LETHAL! Yay! Blood and guts!
One Lucky or Ungrateful kid may get a free toy due to a visiting aunt, a grandma
who cannot remember when your birthday is, or your parents whimsical kindness.
0 Roll 1d6. On a 6, roll a percentile dice on the table with the present wave and receive
that toy. If multiple players get a 6, they must make another roll to beat each other
and only the winner will get a visit from their aunt, grandma, or whomever.

Page 32
80s Toybox RPG by James Kerr

Introduce any new characters intended for play, starting from the GMs left and going around
in a circle until everyone is known.
Player: Who goes first, the Good Guys or the Bad Guys?
Good Guys Bad Guys
Character or Player: Are you helping Character: What is the goal of the
others with something? latest evils scheme?
Character: Who are Character: What Player: Who came up with the
you helping? are you doing? scheme?
Character: Where are you?
Character: Is everyone there with
Character: Is everyone there with you?
you?
Player: Why do Character: Where is Character: How are you going to
they need help? everyone else? enact this plan?
Player: Do you have everything you
Player: Does this require a quest?
need?
(If not otherwise brought up, then...) Character: Are you after a person, place,
or thing? (NPC, Playset, McGuffin establishment for this Segment cycles story)

When the story path or questions are exhausted, then....Your mother says you
are making too much noise at the kitchen table and she kicks you out to the Living
Room. Along the way, you raid the Toybox. Each player is permitted one toy from
the Toybox a figure, vehicle, creature, or playset, if there are any there.
Page 33
80s Toybox RPG by James Kerr

3. Living Room Living Room Random Events


The next Player to have a Turn instead
At this stage the central challenge and rolls, in view of everyone, a ten-sided dice
conflicts are set up, which is probably at to generate the random events going on in
least partially an extension of the Imaginary the Living Room. The GM may alternatively
thing made up in the Kitchen. If nothing choose to roll.
was made up, it will probably happen in the Roll Living Room Events
Living Room. Rather than going through all Mum is vacuuming. Everyone must
of Good Guys then all of Bad Guys, in the speak very loudly to be heard, until
Living Room questions alternate back and 1
someone not playing the game says
forth, starting with the Good Guys. If there is to be quiet. (This can get ugly.)
combat, the Bad Guys attack first.
The Television is on. The GM will
intermediately narrate random
2
previews of the next wave of toys
during the action. Distracting!
3-7 Regular everyday fun.
An environmental factor must go into
play such as the couch, coffee table,
8
television, walls, carpet, record or
cassette tape player, or the VCR.
9 Snacks. SUGAR RUSH. Violence.
One Lucky or Ungrateful kid may get
0
a free toy. Roll 1d6 as in the Kitchen.

Good Guys Bad Guys


Character: Where are you going?
Player: What is the barrier in your way?
Character: How do you overcome it? (This will probably become a conflict)
Player: Who is nearer to their goal?
Player: Now that youre there, what goes Player: How does the master
wrong? plan go horribly wrong?
Player: How is what you find not what Player: How do you get away
you expected? without being caught?

Your mother says you are making too much noise in the Living Room and orders
you to go outside to the Back Yard. Along the way, you raid the Toybox again.

Page 34
80s Toybox RPG by James Kerr

4. Back Yard Back Yard Random Events


The next Player to have a Turn instead rolls,
This Segment attempts to resolve the conflict in view of everyone, a ten-sided dice to
in the story in the most interesting and generate the random events going on in the
climactic way possible. Questions alternate Back Yard. The GM may alternatively choose
between Good Guys and Bad Guys, starting to roll.
with the Bad Guys. Remember that in
Roll Back Yard Events
combat Bad Guys attack first.
Inclement Weather. Every character
exposed to the in-game elements will
1
begin to take damage, as the toy is
in peril. (Toy sympathetic magic.)
Sand in the toys. Every player toy
2
fights at a Disadvantage.
3-7 Regular everyday fun.
An environmental factor must go into
play such as a tree, tire swing, sand
8
pile, slide, flower bed or garden, big
rock, dirt, grass & weeds.
9 Snacks. SUGAR RUSH. Raaaaaar!
One Lucky or Ungrateful kid may get
0
a free toy. Roll 1d6 as in the Kitchen.

Good Guys Bad Guys


Character: How will the Good Guys Character: Where do the Bad Guys
overcome this challenge? plan the ambush?
Player: What will overcoming the Character: Stick to the plan, or focus
challenge cost our Heroes? on eliminating the Good Guys?
Character: How, from the
Character: What is worth more than
depths of failure, will the Heroes
accomplishing the goal?
overcome and triumph?
Character: How will the good guys Character: How will the bad guys get
win? away?
Player: How will the status quo be Character: How was this all part of
restored to a reasonable degree? your leaders master plan?
Sometimes it is appropriate to swap asking the character versus asking the
player. The situation will dictate how appropriate the target of the question may
be, because sometimes it wont matter at all or would have the same result.
Page 35
80s Toybox RPG by James Kerr

Imaginary Additions Imaginary Playsets


Entrance, Guards, Traps, Rooms & Towers,
At any time during each of the Kitchen Table,
and Treasure are ranked with five ranks
Living Room, and Back Yard Segments, an
using a random roll, or at the GMs decision,
Imaginary thing may be created. There are
from Epic (3 steps higher than 1st) down
three general categories of Imaginary things:
to 2nd if it is a very difficult setting, or from
Imaginary Playsets (Settings or Locations
1st to 5th if it an easy Setting, or any-which-
where events occur), NPCs (Non-Player
way-in-between at the GMs say.
Characters, Good or Bad, who influence
the story significantly in some way), and Imaginary NPCs
McGuffins (arbitrary story item goal, probably
Non Player Characters need not have any
representative of some ultimate power).
Allegiance - they could just be out looking
Imaginary Additions are introduced to
for themselves, or be a peasant, or an omni-
provide a challenge for the Players that is not
present cosmic deity. It is up to the GM and
necessarily directly related to their Good Guy
their Players to define. Imaginary NPCs that
vs. Bad Guy conflict, and to help draw those
are intended for an adversarial role usually
two narratives together.
have Priorities above 1st, whereas common
NPCs can be as weak as having only 3rd
Priorities for all Stats.

Imaginary Character Examples:


Priority Priority An army
of robots,
Epic - Mutant
Super - Skeletons,
Great - Evil Seed,
Shadow
1st 1st Beasts, or
Imaginary Additions differ from Player-
2nd 2nd that Rabbit
created Characters, Playsets, and
Guy in
Accessories in a few ways, but the most 3rd 3rd another
notable difference is that their Priorities
are not assigned, but are variables,
4th 4th dimension.
generated on a case-per-case basis by the 5th 5th
GM choosing a Player (usually the one to
the left of whoever is in the conflict at the
time) and having them roll one six-sided Normal or Mundane = 1d6
dice, sometimes modified by a -1, -2, or Difficult Task = 1d6 - 1
-3 depending on the difficulty. As a result,
Imaginary Priorities may exceed 1st Priority, Very Difficult Task = 1d6 - 2
such that it takes more than just one Player Great Fear = 1d6 - 3
with one Character maximising the use of
their 1st Priority to accomplish story goals.
Page 36
80s Toybox RPG by James Kerr

Questions for Every Segment


This line of questioning is brought up during any Segment as soon as it seems appropriate
for the GM to do so, but usually during the Kitchen Segment. Every Episode will need to
define at least one Playset, McGuffin, or NPC in order to keep the story moving.

Playset McGuffin NPC

What is the Allegiance of Where does the thing


What is their Allegiance?
this place? come from?
Where is the Entrance,
What is its purpose? What is their Theme?
and what is it like?
What is the Treasure
Who has it now? What is their Gimmick?
inside?
What does it What Advantage do they
Why cant you get in?
represent? have in the story?

Who Guards this place? Why is it dangerous? What is their Weakness?

Who do they count as a


What are the traps? Is it far away?
friend or ally?
What is the first Room you What prevents it from
Who is their nemesis?
find? being easily attained?
What is the first Tower you What weapon do they
What is it called?
find? wield?

Do you find more rooms? Who is closest to it? What is their name?

Is there anything else


Is there anything else you
you know about this
What is it called? know about them that is
thing, that is worth
worth mentioning?
mentioning?

Is this powerful enough to alert the Sorceress?

Introductory Questions for New Toys


Whenever a new Toy is introduced, be it a Character, Playset, Vehicle, Creature, or an
Accessory of note, the above questions may be asked for its introduction, even if it is not
factoring into the plot (so it seems). Use Playsets for Playets, McGuffin for Vehicles and
notable Accessories, and NPC for Characters and Creatures. Page 37
80s Toybox RPG by James Kerr

It happens like this: A Player announces


what they would like to do in the situation,
what Statistic this action refers to, and
what its Priority is. Example: I will use my
Strength to lift the boulder and chuck it over
there. Knowing the opposing Priority and
its Statistic the GM narrates the outcome. If
this is a contest between two Players, the
GM still gets to narrate the outcome. Often
times the result will involve some negotiation
between Player(s) and GM as they list and
stack potentially applicable advantages and
circumstances, but the final say remains
with the GM and their narration. Then both
players lose the ability to use that Priority for
the rest of the Segment and the effects of
Priority Battles the conflict are narrated.

While the game is not without dice, its


conflict resolution mechanic instead uses When Priorities are the Same:
comparison of Priorities to determine In this circumstance, characters continue to
outcome. fight, or the situation is otherwise narrated
such that it does not effectively change. If
In or out of a combat-like-situation, when a character has one or several Advantages
there is disagreement about the outcome during a tie, as the conflict continues this one
of events usually having to do with a will eventually be boosted to the effective
violent conflict between characters, then a designation of 1 Priority Higher. How to break
system of priority trump is used. This can ties is much of the strategy of the game.
happen during any Segment of play. One
player chooses the Priority the want to use,
and so does the other player or the GM.
Players compare the Statistic they feel is
most appropriate for the situation, and the
GM narrates the outcome. The GM uses the
relative differences in Priorities between the
characters embattled to determine what
happens.

Then, whatever Priorities the characters used


(win or lose) are shut down into the next
Segment.

Page 38
80s Toybox RPG by James Kerr

When the Player is 1 Priority When the Player is 3


Higher: An advantageous Priorities Higher: A further
outcome is described, greater advantageous outcome is
such as disarming described, such as striking a blow
the opponent, enough to wound or mutilate in some
discouraging them, major capacity, incapacitating the
pinning them, or opposing player such that they can no
pushing them. longer continue fighting. From here the
This can be character requires medical attention.
used to set up a
greater difference
between Priorities
in coming
turns, such as
shepherding
someone into
the path of an
oncoming boulder.
One Priority higher is all
that is required to resolve
Imaginary Battles, and even most conflicts
between players will be resolved this way.

When the Player is 2 Priorities


Higher: A greater advantageous outcome
is described, such as striking a blow up to
wounding in some minor capacity. This is
not a major enough wound to immobilise,
but enough that medical treatment will be
required.
Player is 4 Priorities Higher: An
outcome this drastic makes the result of
combat entirely the players decision, up to
and including the surrender or death of the
opposing character.

Page 39
80s Toybox RPG by James Kerr

Multiple Priority Battles


Breaking the Tie
If there is more than one
When a character is locked in a tie with struggle at work with
another character, it can take a few rounds the same characters,
of play to resolve the conflict, as whatever they are measured
advantages one side has gradually increase. separately. Any
When there are 3 advantages for any one Advantages must be
character, their effective priority shifts one to separately divided
the better. If you find your character losing, between the various
or want to engage with greater ferocity and Priority conflicts in play.
end combat early, effective Priority can be This happens most often when a character is
shifted in several ways. battling an opposing character as well as an
environmental factor, or when a Player brings
Option A. Use a characters other Statistics in a characters Vehicles & Creatures or
for one Advantage each. Perhaps you are Playsets to aid their losing battle. However,
using the Priority of your Theme, but does the opponent in the conflict is also allowed
your Gimmick also apply to whats going on? to assume a secondary Priority. The conflicts
This works for Theme, Gimmick, and Story are treated separately and can grow more
Advantage, but will effectively spend the dangerous from the complication. When
priority for this scene. Accessories, Vehicles final victory is calculated all Priority battles
& Creatures and Playsets instead fall under are added together to come up with a final
Multiple Priority Battles. result.

Option B. Allegiance, Weakness, Friend or Imaginary Battles


Foe can also be used to create an Advantage
or a Disadvantage. When a Player(s) face the GMs Imaginary
characters, story circumstance or Cannon
Option C. Environment and Circumstance: Character instead of each other, it is called
The Game Master will, at their leisure, an Imaginary Battle.
shift one or another character by a few
advantages given the context of events, The person to the left of the principal Player
perhaps enough to shift one Priority for the in question rolls one six-sided dice. (1d6.)
better or for the worse. Such matters as This dice result will reveal the Imaginary
terrain, weather, elevation, and momentum
Priority of the opposition.
are considered.

Page 40
80s Toybox RPG by James Kerr

Health, Damage and 5. PSA


Broken Toys A Public Service Announcement, ends every
Episode. It can also be used as a bridging
The damage incurred on
segment between the Backyard and sneaking
a figure is determined by
back to the Kitchen Table again, if the tale
the difference in Priorities
is a two-parter. You do not raid the Toybox
from when they were hit.
after coming in from the Backyard. Instead,
It does not matter if the
you watch a little TV and then go visit the
figure was hit by a brick
Toy Store (Segment 1).
or a laser cannon, the
damage will always be as
far apart as the Priorities
are. What this damage translates to is 1. First Question: As a Player, what is the
mobility and options for actions. name of the Episode?
2. Last Question: In character, a Player
There is no system in this game for keeping is asked to narrate the moral of the
track of that difference such as health Episode as they see it. This is usually
or Hit Points, it instead follows a chain nonsense, but ends the episode well.
of circumstance. Any small injuries are
incidental, the next worst thing that could
happen is the figure is circumstantially
handicapped (1), the next worst thing is
that the character has to seek medical
attention later (2), the next is to be out of
Next Episode
the battle (3), the next worse thing is to be Every Episode is treated as a different year
out of the Segment, and in extreme cases of the Toyline, beginning in 1982. It is
out of the Episode (4). If the situation calls not expected that every Episode is a new
for it, and the GM was a morbid child, then calender year. Think
the character may die. of it as a nostalgic
recollection of
Character death means the toy is childhood, where
effectively broken. It has endured too much the waves of toys
mistreatment and will find its home in the and afternoons
waste bin, rather than the Toybox. The playing are all
character is struck from the Toybox list and blended together.
must be repurchased from the Toystore if For a more long
the player wants to use them again. Any term set of games
extra advantages on a character at the - say, a full season, -
time of death (such as for exploiting a Episodes are paced
weakness) are gone. every two or three
waves of the Toyline instead.

Page 41
80s Toybox RPG by James Kerr

Masters of the Universe Toy Random Statistics


Random Name Random Gimmick Random Story Adv.
Rnd Naming Roll Gimmick Roll Story Adv.
Convention 01-14 Action * 01-09 Acrobatics *
1-3 -Man 15-26 Body * 10-16 Army *
4-6 Descriptive 27-31 Disassemble * 17-24 Cyborg
7-9 Play On 32-33 Extra Body Parts * 25-31 Deception
Words
34-43 Face * 32-38 Dramatic Effect *
00 Other
44-50 Flight 39-44 Engineering *
Random Faction 51-62 Hand * 45-53 Grapple
Rnd Faction 63-74 Story * 54-60 Invincible *
1-3 Evil Warriors 75-79 Stretch * 61-62 Location *
4-5 Heroic Warriors 80-88 Tail * 63-69 Magic *
6-7 The Evil Horde 89-93 Transform * 70-73 Martial Arts
8-9 The Snake Men 94-00 Other * 74-78 One of Many
00 Other 79-87 Strength
Random Weakn. 88-93 Super Senses
Random Theme Rndm Weakness 94-00 Other *
Roll Theme 01-09 Arrogance
01-02 Alien 10-18 Confidence Random Access.
03-12 Animal * 19-25 Confused Roll Accessory
13-19 Barbarian 26-35 Cowardice 01-04 Arm Bands
20-23 Cowboy 36-39 Creepy 05-12 Strap-Armour
24-31 Guard 40-44 Elderly 13-24 Axe
32-33 King / Prince 45-46 Eyepatch 25-28 Belt
34-38 Knight 47-53 Foolish 29-36 Breast-Plate
39-45 Monster 54-58 Limit * 37-48 Laser Pistol
46-52 Nature * 59-62 Location * 49-64 Mace
53-57 Ninja 63-69 Pride 65-72 Shield
58-64 Robot 70-76 Reckless 73-84 Staff
65-71 Soldier 77-79 Sympathy 85-96 Sword
72-76 Sorceress 80-86 Unfeeling 97-00 Custom Acc.
77-83 Thing * 87-95 Unintelligent
84-90 Warrior 96-00 Young
Wizard
91-95
Monster The intention is that looking at the random collection of
96-00 Other * broader categories, the nature of the character will reveal
itself and sub-choices will come easily to mind.
Page 42
Masters of the Universe Toys
In the first episode, use Wave 1 toys. The GM advances the waves of toys as the episodes continue, the fastest
option being 1 wave for each episode. If you are playing a short series of games, this is usually best.
Wave 1 - 1982
1982 Character Type Allegiance Description
01-11 He-Man Figure Heroic Warrior Most Powerful Man In The Universe
12-17 Man-At-Arms Figure Heroic Warrior Heroic Master Of Weapons
18-22 Stratos Figure Heroic Warrior Heroic Winged Warrior
23-25 Teela Figure Heroic Warrior Heroic Warrior Goddess
26-36 Skeletor Figure Evil Warrior Evil Lord Of Destruction
37-39 Beast-Man Figure Evil Warrior Savage Henchman
40-42 Mer-Man Figure Evil Warrior Evil Ocean Warlord
43-53 Zodac Figure None Cosmic Enforcer
54-61 Battle Cat Creature Heroic Warrior Fighting Tiger!
62-67 Screeech Creature Evil Warrior Barbarian Bird
68-72 Battle Ram Vehicle Heroic Warrior Detachable Sky Sled is over-used!
73-78 Wind Raider Vehicle Heroic Warrior Assault Lander
Fortress of Mystery and Power for He-
79-83 Castle Greyskull Playset Heroic Warrior
man and His Foes
84-92 He-Man and Battle Cat Giftset Heroic Warrior He-Man and Battle Cat
He-Man and Wind
93-00 Giftset Heroic Warrior He-man and the Wind Raider
Raider

Wave 2 - 1983
1983 Character Type Allegiance Description
01-03 Man-E-Faces Figure Heroic Warrior Heroic Human...Robot...Monster
04-06 Ram-Man Figure Heroic Warrior Heroic Human Battering Ram
07-13 Evil-Lyn Figure Evil Warrior Evil Warrior Goddess
14-16 Faker Figure Evil Warrior Evil Robot Of Skeletor
17-22 Trap-Jaw Figure Evil Warrior Evil & Armed For Combat
23-28 Tri-Klops Figure Evil Warrior Evil & Sees Everything
29-34 Zoar Creature Heroic Warrior Fighting Falcon
35-44 Panthor Creature Evil Warrior Savage Cat
45-50 Attak Trak Vehicle Heroic Warrior Battle Machine
Point Dread & Frontier Outpost. Contains the Vehicle Talon
51-56 Playset Heroic Warrior
Talon Fighter Fighter and the Playset Point Dread
80s Toybox RPG by James Kerr

1983 Character Type Allegiance Description


57-63 Evil Warriors I Giftset Evil Warrior Contains Beastman, Faker and Skeletor
64-69 Teela and Zoar Giftset Heroic Warrior Teela and Zoar
70-78 Heroic Warriors I Giftset Heroic Warrior He-Man, Ram Man, and Teela
Skeletor and
79-84 Giftset Evil Warrior Skeletor and Screeech
Screeech
85-91 Battle for Eternia Giftset Evil Warrior Skeletor, Panthor, and Man-E-Faces
Skeletor and
92-00 Giftset Evil Warrior Skeletor and Panthor
Panthor

Wave 3 - 1984
1984 Character Type Allegiance Description
01-07 Battle Armor He-Man Figure Heroic Warrior Most Powerful Man In The Universe
08-12 Buzz-Off Figure Heroic Warrior Heroic Spy In The Sky
13-16 Fisto Figure Heroic Warrior Heroic Hand To Hand Fighter
17-19 Mekaneck Figure Heroic Warrior Heroic Human Periscope
20-26 Orko Figure Heroic Warrior Heroic Court Magician
27-28 Prince Adam Figure Heroic Warrior Heroic "Secret" Identity To He-Man
29-35 Battle Armor Skeletor Figure Evil Warrior Lord of Destruction
36-40 Clawful Figure Evil Warrior Warrior With The Grip Of Evil
41-44 Jitsu Figure Evil Warrior Evil Master Of Martial Arts
45-47 Kobra Khan Figure Evil Warrior Evil Master Of Snakes
48-51 Webstor Figure Evil Warrior Evil Master Of Escape
52-56 Whiplash Figure Evil Warrior Evil Tail Thrashing Warrior
57-60 Dragon Walker Vehicle Heroic Warrior Heroic Side-Winding Beast/Vehicle!
61-65 Road Ripper Vehicle Heroic Warrior Cheaper than most Vehicles
66-70 Stridor Vehicle Heroic Warrior Heroic Armored War Horse!
71-74 Roton Vehicle Evil Warrior Evil Assault Vehicle!
75-79 Snake Mountain Playset Evil Warrior Evil Stronghold of Skeletor
80-81 Weapons Pack Access. Evil Warrior Contains all standard weapons
Battle Armor He-Man & Battle Armor He-Man and the Road
82-88 Giftset Heroic Warrior
Road Ripper Ripper
Battle Armor Skeletor and
89-95 Giftset Evil Warrior Battle Armor Skeletor and Screeech
Screeech
96-00 Fisto & Stridor Giftset Heroic Warrior Fisto and Stridor
Page 44
80s Toybox RPG by James Kerr
Wave 4 - 1985
1985 Character Type Allegiance Description
Leader Of The Heroic Warriors Now
01-07 Thunder Punch He-Man Figure Heroic Warrior
Packs A Powerful Punch
08 Moss-Man Figure Heroic Warrior Heroic Spy & Master Of Camouflage
09-12 Roboto Figure Heroic Warrior Heroic Mechanic Warrior
13-15 Sy-Klone Figure Heroic Warrior Heroic Fist Flinging Tornado
Evil Leader and his Dreadful Dragon
16-20 Dragon Blaster Skeletor Figure Evil Warrior
With The Paralysing Spray
21-22 Spikor Figure Evil Warrior Evil Master Of Untouchable Combat
23-24 Stinkor Figure Evil Warrior Evil Master Of Odors
25-29 Two Bad Figure Evil Warrior Double Headed Evil Strategist
30-32 Hordak Figure The Evil Horde Ruthless Leader Of The Evil Horde
33-36 Grizzlor Figure The Evil Horde Hairy Henchman Of The Evil Horde
37-39 Leech Figure The Evil Horde Evil Master Of Power Suction
40-44 Mantenna Figure The Evil Horde Evil Spy With The Pop Out Eyes
45-49 Modulok Figure The Evil Horde Evil Beast Of A Thousand Bodies
50-54 Bashasaurus Vehicle Heroic Warrior Heroic Combat Vehicle!
55-58 Battle Bones Vehicle Heroic Warrior Collectors Carry Case!
59-61 Land Shark Vehicle Evil Warrior Evil Monster Vehicle!
62-64 Night Stalker Vehicle Evil Warrior Evil Armored War Horse!
65-68 Spydor Vehicle Evil Warrior Evil Stalker!
69-71 Fight Zone Playset The Evil Horde Trap Filled Stronghold of Terror!
72-73 Thunder Punch Ammo Access. Heroic Warrior Ammunition for Thunder Punch
74-76 BA He-Man & Battle Cat Giftset Evil Warrior Battle Armor He-Man and Battle Cat
77-80 BA Skeletor & Land Shark Giftset Evil Warrior Battle Armor Skeletor & Land Shark
Battle Armor Skeletor &
81-83 Giftset Evil Warrior Battle Armor Skeletor & Panthor
Panthor
Battle Armor Skeletor, Webstor, and
84-86 Evil Warriors II Giftset Evil Warrior
Mer-Man
87-90 Evil Warriors III Giftset Evil Warrior Stinkor, Whiplash, and Webstor
Battle Armor He-Man, Man-at-Arms,
91-93 Heroic Warriors II Giftset Heroic Warrior
and Man-E-Faces
94-97 Heroic Warriors III Giftset Heroic Warrior Mekaneck, Buzz-Off, and Moss-Man
98-00 Jitsu & Night Stalker Giftset Evil Warrior Contains Jitsu and Night Stalker
Page 45
80s Toybox RPG by James Kerr

Wave 5 - 1986
1986 Character Type Allegiance Description
Flying Fists
01-04 Figure Heroic Warrior Heroic Leader With The Arm Swinging Action
He-Man
05-08 Extendar Figure Heroic Warrior Heroic Master Of Extension
09-11 Rio Blast Figure Heroic Warrior Heroic Transforming Gun-Slinger
12-14 Rokkon Figure Heroic Warrior Young Heroic Comet Warrior
15-18 Snout Spout Figure Heroic Warrior Heroic Water Blasting Firefighter
19-21 Stonedar Figure Heroic Warrior Heroic Rock People Leader
Terror Claws
22-26 Figure Evil Warrior Evil Leader With The Claw Swinging Action
Skeletor
Hurricane Ruthless Leader And His Wicked Whirling
27-30 Figure The Evil Horde
Hordak Weapons
31-32 Dragstor Figure The Evil Horde Evil Transforming Warrior/Vehicle
33-34 Horde Trooper Figure The Evil Horde Evil Collapsing Robot
35-37 Multi-Bot Figure The Evil Horde Evil Robot Of A Thousand Bodies
Kobra Khan
38-40 Figure The Snake Men Evil Snake Men Henchman
(Re-release)
41-43 King Hiss Figure The Snake Men Dreadful Disguised Leader Of The Snake Men
Evil Snake Men Creature With The Quick
44-47 Rattlor Figure The Snake Men
Strike Head
48-50 Tung Lashor Figure The Snake Men Evil Tongue Shooting Snake Men Creature
51-53 Blaster Hawk Vehicle Heroic Warrior Heroic Land and Sky Disc Launcher!
54-57 Laser Bolt Vehicle Heroic Warrior Heroic Road Rocket!
58-60 Fright Fighter Vehicle Evil Warrior Evil Dragonfly Attack Vehicle!
61-63 Mantisaur Creature The Evil Horde Evil Insectoid Steed!
64-67 Monstroid Creature The Evil Horde The Ultimate Battling Monster!
68-70 Megalaser Access. Heroic Warrior Heroic Wind-Up Beam Blaster!
71-73 Jet Sled Access. Heroic Warrior Heroic Rocket Sled & Jetpack!
74-76 Stilt Stalker Access. Heroic Warrior Heroic Battle Stilts!
77 Slime Vat Access. The Evil Horde An extra canister of slime for the Slime Pit
78-82 Eternia Playset Heroic Warrior The Ultimate Battle Ground
83 Slime Pit Playset The Evil Horde Evil Pit of the Gruesome Ooze
Hordak and
84-87 Giftset The Evil Horde Hordak and Mantisaur
Mantisaur

Page 46
80s Toybox RPG by James Kerr

1986 Character Type Allegiance Description


Flying Fists
He-Man and Flying Fists He-Man and Terror Claws
88-92 Giftset Heroic Warriors
Terror Claws Skeletor
Skeletor
Collector 3 Battle Armor He-Man, Battle Armor Skeletor,
93-96 Giftset Heroic Warriors
Pack and Orko
Jet Sled and
97-00 Giftset Heroic Warriors He-Man and the Jet Sled
He-Man

Wave 6 - 1987
1987 Character Type Allegiance Description
01-02 Clamp Champ Figure Heroic Warrior Heroic Master Of Capture
03-04 Gwildor Figure Heroic Warrior Heroic Creator Of The Cosmic Key
05 King Randor Figure Heroic Warrior Heroic Ruler Of Eternia
06-07 Rotar Figure Heroic Warrior Heroic Master Of Hyper-Spin
08-09 Sorceress Figure Heroic Warrior Heroic Guardian Of Castle Greyskull
10-11 Blade Figure Evil Warrior Evil Master Of Swords
12-14 Blast-Attack Figure Evil Warrior Evil Blast-Apart Robotic Warrior
15-16 Faker II Figure Evil Warrior Evil He-Man Imposter
17-19 Ninjor Figure Evil Warrior Evil Ninja Warrior
20-21 Saurod Figure Evil Warrior Evil Spark-Shooting Reptile
22-25 Scare Glow Figure Evil Warrior Evil Ghost Of Skeletor
26-27 Twistoid Figure Evil Warrior Evil Speed Twisting Robot
Buzz-Saw
28-30 Figure The Evil Horde Ruthless Leader Of The Evil Horde
Hordak
31-32 Mosquitor Figure The Evil Horde Evil Energy Draining Insectoid
33-34 Snake-Face Figure Snake Men Most Gruesome Of The Snake Men
35-36 Squeeze Figure Snake Men Evil Long Armed Viper
37-40 Bionatops Creature Heroic Warrior Heroic Bionic Dinosaur! (Triceratops)
41-44 Turbodactyl Creature Heroic Warrior Heroic Reptile with Jet Wings
Tyrantisaurus Most Terrifying Dinosaur in the Land
45-48 Creature Snake Men
Rex PRETERNIA
Meteorbs. Heroic Lion with Amazing Brute
49-52 Astrolion Creature Heroic Warrior
Strength

Page 47
80s Toybox RPG by James Kerr

1987 Character Type Allegiance Description


53-55 Comet Cat Creature Heroic Warrior Heroic Panther is the Fastest of the Meteorbs!
56-58 Cometroid Creature Heroic Warrior Heroic Meteorb with Heroic Might
Heroic Mammoth Busts Force-Fields with
59-61 Tuskor Creature Heroic Warrior
Tusks!
62-64 Ty-Grrr Creature Heroic Warrior Heroic Tiger Meteorb!
65-67 Crocobite Creature Evil Warrior Meteorb. Evil Crocodile with Crushing Jaws!
Meteorb. Evil Dinosaur Stomps to Start
68-70 Dinosorb Creature Evil Warrior
Quakes!
71-73 Gore-illa Creature Evil Warrior Evil Ape with Monstrous Muscle Power!
74-76 Orbear Creature Evil Warrior Evil Grizzly Bashes Enemies with Claws!
77-79 Rhinorb Creature Evil Warrior Evil Rhino with Horrible Ramming Horn!
Beam Blaster
80-82 Access. Heroic Warrior Backpack and artillery
and Artilleray
83-86 Cliff Climber Access. Heroic Warrior Motorized Mountain Battle Equipment
87-89 Tower Tools Access. Heroic Warrior A set of tools
90-92 Scubattack Access. Evil Warrior Underwater adventure!
93-96 Tytus Creature Heroic Warrior Heroic Giant Warlord
97-00 Megator Creature Snake Men Evil Giant Destroyer

Wave 7+ - 1988 and onward


1988+ Character Type Allegiance Description
01-09 Laser Power He-Man Figure Heroic Warrior Heroic Master of Light Energy
10-18 Laser Light Skeletor Figure Evil Warrior Evil Master of Light Energy
19-36 He-Ro Figure Heroic Warrior Mail-away
37-55 King Greyskull Figure Heroic Warrior Mail-away
56-00 Wun-dar Figure Heroic Warrior Mail-away

Page 48
Kid
Sheet
RPG
Episode
Airdate

Player
Type of Kid

$ Beginning Special Advantage:


$ Each Visit Notes:

Toybox
Toy Notes Out?
Character
Sheet Male
RPG

Name Rank
Theme
Gimmick
Story Adv.
Rank
Allegiance Accessories
Weakness Sword Shield
Axe Belt
Friend
Mace Arm-bands
Foe Staff Strap-Arm.
Bow Breast-Plate
Laser Pistol Full Armour

Vehicles & Rank


Creatures
____________________________
____________________________
____________________________
Rank
Playsets
Castle Greyskull
Snake Mountain
Point Dread
Fright Zone
Slime Pit
Eternia Castle
GM
GM
Cheat Sheet
Episode

Players Airdate
Segments
Child: Help the Players choose what kind of
child they are between: Rich Kid, Poor Kid,
Lucky Kid, and Initially Ungrateful Kid.

Custom Toy: Help the Players build one


custom Toy in character creation. They have
3 accessories, 1 = common, 2 = uncommon,
Description Check vehicles, creatures, and playsets.
Toystore 1. Toy Store: Manage the Toystore visit where
Kitchen cannon characters, accessories, vehicles,
creatures and playsets are purchased. If players
LivingR made a custom creature, vehicle, or playset
Backyrd but spent their 3 accessories, they have to buy
them but they will always be at the store. The
NPC Big Box Toystore is first, then the Mom n Pop.
McGuffin 2. Kitchen Table: Roll events and ask
Playset Questions for the Segment.

3. Living Room: Roll events and ask Questions


GM Preparation for the Segment.
You need this sheet, a blank sheet of paper
for the Toybox, and all the Kid and Character 4. Backyard: Roll events and ask Questions for
Sheets necessary for your players or the the Segment.
equivalent in scrap paper.
You need a pencil, eraser, 1d6 and X. Imaginary Additions: At any time, as
percentile (2d10) dice, although you can dictated by the story, include the Questions for
always have your players roll instead. creating an imaginary NPC, McGuffin or Playset.
Become familiar with the Questions of
each Segment, and know to abandon X. Priority Battle: At any time, as dictated
them quickly for action! by the story, begin combat between PCs or
Know how the Priorities work. between PCs and Imaginary things.
Carry the Players through the Episode and
its Segments, managing for maximum fun- 5. Public Service Announcement: At the end
good-times. of play, Players reflect on the Title and Moral of
the story. Credits roll. Filmation.
You are not playing characters, you are playing Children playing Toys that represent
Characters. Big difference. There are lots of games where you can play blaster
wielding barbarians, but here the nostalgic bent is so strong it can bend bars - here
you set out to recreate a half-remembered television episode whilst playing with
toys for the most powerful 1980s cartoon roleplaying experience in the universe!

By James Kerr

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