SPECTRUM ROLE FEATURES
As an Orange Ranger, you gain the following:
Power
Personal Power Regeneration: 3 per dayPersonal Power Capacity: +1 per every 3 Levels
Training
Armor: LightStarting Skill Levels: +1 Finesse, +1 Performance, +1 Deception or Persuasion
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
- Energy-based Sidearm*
- Versatile Power Weapon*
CUNNING PLAN
Your instinctive creativity is boosted by the Orange Ranger Spectrum, allowing you to apply Skills in new and imaginative ways. Starting at 1st Level, you can spend a Personal Power to substitute your Cunning Skill value listed on the Orange Ranger table above for any Skill during a Skill Test.
MODIFIED SHELL
Your personality and creativity have seeped into the Orange energy that makes up your Morphin Shell. You acquire this Perk in three parts: 1, 2, and 3 at 1st, 9th, and 17th Levels, respectively. Upon gaining each version of this Role Perk, you may choose two Modified Shell options available at that Level or below. Unless stated otherwise, an Orange Ranger can only select each option once.
MODIFIED SHELL 1
Comic Flair: There is something amusing about your shell, allowing you to eliminate the Frightened or Impaired Condition in one non-enemy target within 10 feet of you as a Standard action.
Enhanced Impact Points: Your shell has numerous reinforced or augmented attack implements like spikes, studded plates, claws, and the like. Your Unarmed Strike Attacks can always choose to change their base damage to Blunt or Sharp without suffering any Alternate Effect penalties.
Frightening: Your shell has features that are monstrous or otherwise fearsome. While Morphed, you gain a ↑1 bonus to Intimidation Skill Tests.
Powered Plating: Your shell has powerreceptive plates to enhance your protection. While Morphed, you may spend up to 4 Personal Power to add +1 armor bonus per Power spent to your Toughness Defense until you are no longer Morphed.
MODIFIED SHELL 2
Environmental Aegis: Your Morphin shell seals up to protect you from environmental dangers. As long as the helmet is on and closed, you no longer breathe the air outside your shell, as the Grid supplies you with atmosphere from elsewhere. In addition, you do not suffer any temperaturebased negative effects but still suffer Cold and Fire damage normally.
Evacuation Vents: When you need to get away from a foe, your shell vents power like miniature jet boosters. When spending Free actions to enhance your Move action, there is no limit to how high your value can go as long as you are moving away from all visible enemies.
Power Patagia: Your shell has a cape or flaps of fabric-like energy that extend beneath your arms to allow you to glide on air currents and Gravitic impulses. You gain an Aerial Movement value of 45 feet but must start each Move action at least 5 feet greater in altitude than when you end your turn.
Storage Pack: Your shell has an integrated Grid pocket backpack/satchel area that can carry up to 20 pounds of physical items, transporting the contents back and forth within The Morphin Grid when you Morph/de-Morph. Anything stored in the Pack when you de-Morph will be available the next time you assume your Morphed form. Living things cannot be stored in the Storage Pack.
MODIFIED SHELL 3
Adapted Wavelength: Your shell has evolved to attune itself to dangerous stimuli rapidly. You may choose a single type of Element damage. You always reduce sources that inflict that type of damage by 1 to a minimum of 0. You can choose this up to two times but must choose a different element each time.
Growth Boost: Your shell is a full half-meter larger than you are. You double the weight you can commonly carry; you gain Edge on all Brawn Skill Tests, your Unarmed Strike Attacks inflict one additional damage as a base, and you gain 2 temporary Health while Morphed.
I CAN DO THAT
Starting at 2nd Level, the Orange Ranger can see some of the other things their teammates can do and find ways to perform the same or similar abilities on their own, but with their flair and not without cost. After witnessing a teammate using a General Perk or Grid Power, you may spend a Personal Power to gain the use of that General Perk or Grid Power until the end of your next turn. This is not an action and can be performed when it is not your turn. If the copied General Perk or Grid Power has prerequisites or other costs, you must also meet or expend those.
THINK FAST!
Your imaginative nature allows you to improvise better than most, especially when time is scarce! At 2nd Level, you gain Edge on your Initiative Skill Tests. Additionally, when you use Story Points to gain access to a tool or piece of equipment in a scene, roll 1d6. When you roll 5 or 6, you successfully fabricate an improvised version of the item in question and regain the spent Story Point.
ZORD
By the time a Ranger reaches 3rd Level, their role in protecting the Morphin Grid requires them to have access to a powerful construct potentially 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 of the Power Rangers Roleplaying Game Core Rulebook. When piloting this personal Zord, you cannot suffer Snags when using the Driving Skill.
ORANGE RANGER ZORDS
What shape an Orange Ranger’s Zord takes depends partially on their Power Ranger and their imprint on the machine. Examples of previously chosen Zords are:
- The Orange S.P.D. Ranger, Kat Manx, has been linked to a small vehicular Zord, a Blast Runner.
- The alternate timeline Mighty Morphin Reserve Ranger, Eugene Skullovitch, has the fearsome Featherdactyl Zord.
- The alternate timeline Beast Morphers Ranger, Tyler Rinker, is attuned to the inspiring Raven Beast Bot and the associated Beast-X Zord.
- Solar Rangers: Orange Solarzord
ZORD FEATURE
Upon reaching 6th Level, then again at 10th, 14th, and 17th Levels, a Ranger’s connection and proficiency with their Zord has evolved to a place where their abilities are more powerful. Each time an Orange Ranger acquires this Role Perk, they may choose from the list of available Zord Features to apply to their 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.
BETTER TOGETHER
Orange Rangers use their creativity to help out their teammates. Upon reaching 5th Level, when you choose to Lend Assistance to an ally who has a lower base Skill Ranks than you do in the applicable Skill, your action gives them 2 instead of the normal 1. This increased bonus becomes 3 at 13th Level.
INVENTIVE APPLICATION 1 AND 2
With enough exposure, you have begun to apply your individuality to the equipment the Morphin Grid provides when you use your It’s Morphin Time! Role Perk. You may choose one of the following options when you first receive this Role Perk at 5th Level, then again at 18th Level.
- Replace your Energy-based Sidearm with any other Sidearm that inflicts a base of 2 damage or less.
- Replace your Versatile Power Weapon with any Power Weapon that inflicts a base of 2 damage or less.
- Increase the Armor provided from Light to Medium, or Medium to Heavy.
- Choose one free Upgrade to apply to your Sidearm or Power Weapon.
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.
I'LL MAKE IT WORK
Your creativity and improvisation know no bounds. A 7th Level Orange Ranger no longer suffers Snag for being Unskilled in any Skill Test.
EXTRA ATTACK
Beginning at 9th 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 18th Level. This Role Perk only functions while Morphed and fighting as an individual.
I CAN STILL DO THAT
At 10th Level, the Orange Ranger can hold some unique ideas that come up in passing for much longer than just the moment it happens. You may spend a Personal Power to copy a General Perk or Grid power you previously copied with the I Can Do That Role Perk in the same scene.
ORANGE RANGER PRIME
At 20th Level, you have become the most advanced version possible of your team’s Orange Ranger. Your Morphed form immediately gains the following benefits:
- You gain +2 to all Defenses.
- You regain 2d2 Personal Power once per scene
- Enemies suffer Snag when targeting your Cleverness Defense