SPECTRUM ROLE FEATURES
The Phantom Rangers are not a structured collective or policing agency. They are agents of the Masterforge, performing the prescribed duties of the Morphin Masters. No one has determined where the Phantom Rangers get their instructions from, but they always appear precisely when and where they are needed most.
The Grid deploys Phantom Rangers to the places and times where they can make an impact, even if the Phantom Rangers themselves aren’t always sure how or why they the Grid sent them. Many Power Rangers and Morphin Grid scholars believe that the Phantom Rangers’ various calls to action might be carved into reality by the Masterforge itself.
Power
Personal Power Regeneration: 3 per dayPersonal Power Capacity: +1 per every 3 Levels
Training
Armor: Light and MediumStarting Skill Levels: +1 Athletics, +1 Finesse, +1 Culture
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.- Gridwide Communicator
- Phantom Key/Focus
- Phantom Laser*
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.
PHANTOM SHIP
Advanced Spectrum Rangers’ duties to protect the Morphin Grid carry expectations above those of the typical Spectrum. For many, this means a specialized Zord, but a Phantom Ranger gains access to their Phantom Ship at 1st level. The Phantom Ship is a mobile base of operations that travels across space and takes on mighty threats.
Despite being more of a traditional vehicle than a typical Zord, the Phantom Ship still follows all the same rules and statistics surrounding Zords found in the section starting on page 131 of the Power Rangers Roleplaying Game Core Rulebook. All rules and references to Zords also apply to the Phantom Ship. When piloting the Phantom Ship, you cannot suffer Snags when using the Driving Skill.
SHIP FEATURE
Upon reaching 3rd level, and again at 6th, 10th, 14th, and 17th levels, a Phantom Ranger’s connection and proficiency with their Phantom Ship strengthens and evolves. Each time your Phantom Ranger gains this Role Perk, they may choose from the list of available Zord Features and apply it to their Phantom Ship.
PHANTOM SUITE
Phantom Rangers get their name from the suite of powers, tools, armor that allow them to appear as an apparition that can vanish from view, becoming an outline of shimming translucency. At 1st level, this Role Perk allows you, while Morphed, to spend 1 Personal Power to become semi-invisible. You remain in this semi-invisible state until you take damage from an Attack against your Evasion Defense. While the Phantom Suite is active, you gain ↑1 and Edge to all Infiltration (Stealth) Skill Tests and a +2 bonus to your Evasion Defense. Additionally, your semi-invisibility Evasion Defense bonus increases as you gain Role levels, increasing to +3 at 7th, +4 at 12th, and +5 at 17th level.
FOLLOW THROUGH
Upon reaching 2nd level, the Phantom Ranger gains specialized techniques for hit-and-run attacks. While Morphed and fighting as an individual, the first time each round you Defeat an enemy target with a Might or Finesse Attack Skill Test, you may move a distance equal to your Burst Speed (see Table 2–14: Phantom Ranger) and immediately make the same Attack against another target. Your Burst Speed Movement ignores all obstacles, enemies, and rough terrain and increases as you increase in Role Level. To the naked eye, this movement almost seems like the Phantom Ranger is blinking in and out of existence or time, and, at higher Role Levels, you are!
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.
MENDING THE GRID
Upon reaching 5th level, Phantom Rangers see the changes their actions have made to strengthen, mend, and ward the fabric of the Morphin Grid. Despite cryptic missions and strange orders, your confidence that your every effort matters grows, even if only you and the Masters see the fruits of this labor. You may now spend a Story Point to re-roll any failed Skill Test (instead of just results of 1), and when you do so, the re-rolled Skill Test gains a ↑2 bonus!
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.
AGELESS KNOWLEDGE
At 6th level, a Phantom Ranger gains access to the seemingly limitless data compiled from the various eras, alternate dimensions, and anywhere the Phantom Rangers are called to serve. This Role Perk represents your access to these pieces of information as needed. By spending 1 Personal Power and a Free action to tap into the Phantom energy data, even when not Morphed, you may remove the unskilled penalty from any single kill for 1 minute.
BODY OF ENERGY
When you reach 8th level as a Phantom Ranger, your body transforms almost entirely into Grid Energy when you Morph into your Phantom Suite. Narratively, when you are injured, and an injury pierces your Phantom Suite armor, you leak pure Grid Energy into the air as a steady, prismatic seepage.
While Morphed, your Health and Personal Power points are interchangeable, becoming one pool of Personal Power. When you spend or lose Health or Power for any reason, you reduce your combined pool accordingly. When you exit your Morphed form for any reason other than being Defeated, your Health and Personal Power return to a value equal to half of your remaining combined pool points.
UNSEEN STRIKE
At 9th level, you have learned how to improve your fighting abilities by incorporating your Phantom Suite’s stealth advantages. On your first Attack Skill Test each turn while your Phantom Suite is active, the target halves (rounding up) their Evasion Defense against the Attack, making it much easier to get a Critical Success or additional degrees of success against your target!
PHANTOM FOCUS
By 10th level, you’ve learned to customize your Morpher, the Phantom Key or Phantom Focus, for the challenges of mending the Grid anywhere and at any time.
First at 10th level, and then again at 15th level, you may choose one of the following Phantom Focus abilities to augment your Morphed form permanently. You can only select any single ability once.
- Boosted Vigor: The sheer power within your Phantom Key or Focus saturates every cell in your body when you tap into it. While Morphed, you gain 3 Temporary Health. When you exit your Morphed form, these additional Health disappear.
- Healing Light: By focusing Power through your Phantom Key or Focus to mend, you may spend 1 Personal Power and 1 Health to heal 2d2 Health to any target. Alternatively (or in addition), you may spend 1 Personal Power and 1 Health to remove all current poisons and adverse Conditions from the target.
- Multiversal Pocket: While Morphed, you have access to a small, 10 foot × 10 foot extradimensional storage pocket. As a Standard action, you can reach in and deposit or remove any non-living object you wish from this personal pocket void. The pocket exists outside of time and space, and items deposited within are held in stasis. This stasis freezes objects in time and prevents decay or spoilage. The pocket void immediately forces out any living thing you attempt to store in it.
- Phase Defense: Your Phantom Suite bends time and space as much as it bends light around you. When your Phantom Suite Role Perk is active, you also apply its Evasion Defense bonus to your Toughness Defense.
- Ship Integration: While piloting your Phantom Ship, you connect your Phantom Key or Focus make the vessel part of your Phantom Suite. While integrated, you may spend 1 Personal Power to allow your Phantom Ship (while you are piloting it) to use your Phantom Suite and Unseen Strike Role Perks.
THROUGH THE ARCHES
At 18th level, you have become one of the Morphin Grid’s Phantom Ranger champions and easily travel across time and space. In the times of the Masterforges, travel into and out of the Morphin Grid required special gates called Arches. You have updated your suit to work like the Arches of ancient lore. By spending 2 Personal Power, you and your ship can pass “through the Arches,” vanishing in a flash of dazzling light and reappearing within 30 feet of any object, person, or place integrated with Morphin Grid energy. When you pass through the Arches in this way, you usually have control over where and when you appear, but the Grid works in mysterious ways.
You can take other beings with you, provided they are physically touching you and capable of spending the same amount of Personal Power that you do. While you are accustomed to traversing across the Morphin Grid between realities, others are not. Characters who travel with you and do not have this Role Perk arrive befuddled by the transfer and suffer Snag on all Skill Tests for 1 minute after arrival.
PHANTOM RANGER PRIME
At 20th level, you have become the most advanced version possible of the hidden Morphin Grid’s faction of Phantom Rangers. Your Morphed form immediately gains the following benefits:
- +2 to all Defenses
- Deal 1 extra point of damage (choose type when you hit) on unarmed Attacks
- Edge on Skill Tests when using a Grid Power