SPECTRUM ROLE FEATURES
Stretching as far back as to when the Morphin Grid has needed them, Red Rangers have had a place on their most successful champion teams. Across dimensions and across time, these noble warrior leaders have all had the same ideal embossed on their very core: the team comes first, and its enemies cannot be allowed to harm its members. Even if a Red Ranger has had to put themselves directly on the line in the name of their teammates, they would do so gladly for the sake of their friends.
Power
Personal Power Regeneration: 2 per dayPersonal Power Capacity: +2 per every 5 Levels
Training
Armor: Light, Medium and HeavyStarting Skill Levels: +2 Might, +1 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
- Blade Blaster*
- Versatile Power Weapon*
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.
Power Strike
At 1st level, a Red Ranger’s attacks can be direct conduits to their raw Morphin Grid energy. You can, when making any form of melee attack while Morphed, spend 1 Personal Power to add a number of bonus damage to the attack if successful. The amount is listed on table above.
Follow Me!
Upon reaching 2nd level, a Red Ranger’s leadership skills are just beginning to shine. At the beginning of any combat, instead of rolling their own Initiative, your teammates may always choose to instead set their Initiative as 1d4 lower than yours (minimum final result of 1). They must choose to follow this Role Perk before you roll your Initiative result, but each team member who chooses to do this emboldens you and adds +1 to your result.
Weapon Mastery
At 2nd level, you are focused on making the most out of your Power Weapon attacks. Whenever you roll a 1 or 2 on a skill die for an attack you make with your Power Weapon, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
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.
Red Ranger Zords
What sort of shape a Red Ranger’s Zord takes depends on the kind of Power Ranger Team they are a part of. Examples of previously chosen Zords are:
- Mighty Morphin Power Rangers: Tyrannosaurus Rex, Red Dragon
- Ninja Power Rangers: Red Ape
- Alien Rangers: Red Battle Borg
- Power Rangers Zeo: Phoenix
- Power Rangers Turbo: Red Lightning Racer
- Space Rangers: Mega V1 Robot
Zord Feature
Upon reaching 6th level, then again at 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 Red 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.
Let's Bring 'Em Together!
Starting at 5th level, your connection to the team and all of your Power Weapons is strong enough to allow you to collect all of them together to create a special combined form of weapon that unleashes a devastating team-based attack. You may, as a Standard action, spend 1 Personal Power to begin the Let’s Bring ‘Em Together process, taking a Contingency action with the trigger of “When all of my teammate’s Power Weapons are joined, we will combine our attack on…” naming the target of the attack. For this feature to function, each other teammate must move to be adjacent to you and name the same Contingency action trigger.
When all of your teammates have moved to be adjacent, spent the 1 Personal Power, and named the appropriate Contingency action trigger, your team collectively triggers the Contingency actions and the combined Power Weapon attack takes place. The ranged attack has a Reach of 100/250, gains an additional 2 to hit using your attack traits and abilities, but inflicts 1 damage upon a successful hit per participating member. After the attack takes place, the team’s Power Weapons are returned to them as normal.
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.
Resilience
Upon achieving 7th level, your ability to stand firm against the enemies of your team makes you far more resistant to damage when you willfully defend against it. While Morphed, when targeted by any attack you were aware of, you may choose to spend 1 Personal Power and roll your Athletics skill die. You reduce all incoming attacks by the amount rolled until the start of your next turn.
Team Focus
Starting at 9th level, Red Rangers are efficient at finishing off enemies that have been damaged but not vanquished by their teammates. You add a 1 to any melee attack that targets a target that has already been attacked by your teammate since your last turn. Beginning at 18th level, this bonus is increased to ↑2.
RED RANGER PRIME
At 20th level, you have become the most advanced version possible of your team’s Red Ranger. Your Morphed form immediately gains the following benefits:
- Resistance to Blunt and Sharp damage
- Additional point of damage with Power Weapon attacks
- Gain Edge on Strengthbased Skill Tests