SPECTRUM ROLE FEATURES
Being apart from the common Spectrum for as long as it had been, the Green energy wavelength has a different and truly unique way that it interacts with the Morphin Grid. It can seamlessly bond with other Rangers to be part of a team, linking its Grid Zord to one or more other members’ to form specialized Megazords in some cases, and staying separately devastating when they do battle on their own. It is as if the Morphin Grid itself understands the wildcard nature of the Green Ranger and has adapted to it accordingly.
Power
Personal Power Regeneration: 3 per dayPersonal Power Capacity: +1 per every 3 Levels
Training
Armor: Light and MediumStarting Skill Levels: +1 Might, +1 Conditioning, +1 Finesse or Initiative
Grid Equipment
You start with your possessions from your pre-Morphin life and gain the following items from the Morphin Grid. Those marked with an asterisk are only available when Morphed.- Wrist Communicator
- Power Morpher
- Blade Blaster*
It's Morphin' Time!
Starting at 1st level, by summoning the energy within you through your Power Morpher and saying the words “It’s Morphin Time!” as a Standard action, you are enveloped with a stylized shell of Morphin Grid energy that serves as your armor, grants you access to your Power-based weapons, and many other abilities that require Power to activate. While Morphed, the following traits and features apply:
- Your Toughness Bonus is determined by your Armor Training: Light (+1), Medium (+2), Heavy (+4), Ultra-Heavy (+6).
- All of your Jump distance maximums are tripled.
- As a Free action, you can summon any single Power-based weapon to your hands.
- When reduced to 0 Health, you may choose to avoid Defeat by automatically returning to your natural form, unconscious, and at 1 Health.
Solo Strike
Starting at 1st level, the Green Ranger is skilled at picking a single target and going at it one on one. This Role Perk allows you to make a special kind of melee attack. By making only a single attack against an adjacent target which is also not adjacent to any of your allies, you may apply the dice shift listed on the table above. Hit or miss, you may not make any other attacks in the round in which you attempt a Solo Strike.
Unique Weapon
To aid you in wielding the Green energy, you are given a special, unique Power Weapon at 1st level. This weapon has a special ability attached to it, but also a risk of some kind. At 1st level, you may choose from or roll randomly on Table 4–4 to create the different aspects of your Green Ranger Unique Weapon.
| 1d4 Roll | Type of Weapon (Skill Used) |
Special Ability | Item Risk |
|---|---|---|---|
| 1 | Ranged Weapon 60/100 (Targeting) |
Stores up to 3 Personal Power for wielder to use. | User loses 1d4 Personal Power upon a roll of natural 1 to hit. |
| 2 | Small Melee (Finesse) |
Calls Zord in half normal time. | DIF 12 Performance Skill Test while wielding weapon to temporarily steal control of Zord. |
| 3 | Versatile Melee (Might or Finesse, chosen at attack) |
Gains ↑2 shift when attacking targets at least 3 sizes larger. | Does not Morph with user; it always exists in a physical state. |
| 4 | Two-Handed Melee (Might) | Inflicts energy damage instead of its normal type. | Slows all of wielder’s movement types down by 10 ft. |
Survival Boon
Green Rangers need to have an extra sense of selfprotection that other Rangers aren’t offered because of the time they spend fighting on their own. At 2nd level you may choose one of the following selfpreservation skills to apply to your Ranger. You may make a second choice at 9th level, and a third at 14th level.
- 360° Awareness: You cannot be surprised if awake, you gain ↑1 to your Alertness and Initiative Skill Tests.
- Enhanced Shell: Your Morphed form’s body shell is slightly more protected, having manifested a shielded mantle. Your Toughness is +1.
- Like a Shadow: You can become statue-still at a moment’s notice, gaining Edge on all Infiltration Skill Tests.
- Move Like a Song: The first attack that targets you each round has a Snag. If that attack already has a Snag, it automatically misses instead.
- Savant: You have a knack for trying anything and getting it right. If you don’t have any ranks in a skill, you can always try a Skill Test using a d2 as your skill rank. You must still purchase the d2 rank in a skill to increase it further.
Zords
At 3rd level, you have access to a powerful construct of a particular kind based upon the Power Ranger team you are a part of. These are the various Zords, Borgs, and Power vehicles that the Rangers summon to aid them in battle. Rules and statistics surrounding Zords can be found in the section starting on page 131. When piloting this personal Zord, you cannot suffer Snags when using the Driving skill.
Green Ranger Zords
By the time a Ranger reaches 3rd level, their role in protecting the Morphin Grid requires them to battle larger and more devastating foes. When piloting your personal Zord, you cannot suffer Snags when using the Driving skill.
You now have access to a powerful construct of a particular kind based upon the Power Ranger team you are a part of. These are the various Zords, Borgs, and Power vehicles that the Rangers summon to aid them when the monsters and other minions of evil are empowered by warlords like Lord Zedd and Rita Repulsa. Rules and statistics surrounding Zords can be found in the section starting on page 131.
- Mighty Morphin Power Rangers: Dragonzord
- Power Rangers Zeo: Taurus
- Power Rangers Turbo: Desert Thunder Truck
Zord Feature
Upon reaching 3rd level, then again at 6th, 10th, 14th, and 17th levels, a Ranger’s connection and proficiency with their Zord has strengthened and evolved to a place where their abilities while using it are stronger and more powerful than ever. Each time this Role Perk is acquired by a White Ranger, they may choose from the list of Zord Features (see page 136 for details) to apply to their personal Zord.
GENERAL PERK
When you reach 4th Level, and again at 8th, 12th, 16th, and 19th Level, you can personalize your Ranger by adding a General Perk for which you meet the prerequisites.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 13th level. This Role Perk only functions while Morphed and fighting as an individual.
GRID POWER
First upon reaching 6th Level, then again at 11th and 16th Levels, you expand your understanding and connection to the Morphin Grid. Each time you acquire this Role Perk, choose a Grid Power for which you meet the requirements to add to your Ranger.
Side Step
At 7th level, you can sidestep danger and dodge certain area effect attacks, such as the slime barrage from the Goo Fish or a strafe from Lord Zedd’s eyebeams. When you are subjected to an attack that has an Area of Effect that targets your Evasion, you may spend a point of Personal Power to reduce the attack result by the number rolled on your Acrobatics skill die.
Team Player
Upon reaching 10th level, you are less of a lone wolf. You can transfer your unique Survival Boons to your Power Ranger teammates. By making contact between your Morphed form and a teammate’s Morphed form, and both of you spend 1 Personal Power to make the transfer, you may choose one of your current Survival Boons to pass to that teammate. This transfer lasts until both of you return to your normal form; the next time you use It’s Morphin Time!, all transferred Survival Boons will have been returned to you.
At All Costs
At 18th level, you have formed a connection with your team strong enough to surprise you with what you are capable of on their behalf. You can, once per day, fight beyond reaching 0 Health while Morphed. Instead of being Defeated or returning to your normal form, you may continue to fight normally. During this time, when an enemy successfully hits you, you lose 1 Personal Power instead of taking damage. If, at any time during this Role Perk’s use, you reach 0 Personal Power, you immediately return to your normal form with 0 Health, Unconscious and Defeated. This is a dangerous Role Perk, and is normally only called upon when the team is truly in trouble.
GREEN RANGER PRIME
At 20th level, you have become the most advanced version possible of your team’s Green Ranger. Your Morphed form immediately gains the following benefits:
- +2 to all Defenses
- Deal an additional point of damage with Unique Weapon attacks
- Edge on Social-based Skill Tests