SPECTRUM ROLE FEATURES
Yellow Rangers have the fastest hands and feet on a Power Ranger team. While other Rangers might hit harder or at a distance, Yellow Rangers are empowered to strike fast and furiously up close. What another warrior might inflict with a single blow that could be turned aside or dodged, these Rangers strike from every different angle. Their foes are worn down in seconds, and they might never have realized where the tidal wave of blows ever even came from.
Power
Personal Power Regeneration: 3 per dayPersonal Power Capacity: +1 per every 3 Levels
Training
Armor: LightStarting Skill Levels: +1 Acrobatics or Initiative, +1 Finesse, +1 Alertness
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*
- Two Light Power Weapons
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.
TRIPLE STRIKE ATTACKS
Yellow Rangers at 1st level have already begun to show their talent at unleashing flurries of blows. You can, whenever you make an Finesse attack action, spend a Personal Power to make an attack with each of your hands at no penalty, and then make a third, Follow-Up martial arts attack at a target of one of the previous strikes. This follow-up attack (often a kick, elbow, or headbutt) has a variable skill die based on your Yellow Ranger level, shown on the table above.
NIMBLE FIGHTER
Starting at 2nd level, you use the agility of the Yellow Ranger to weave through a combat delivering blows wherever they are needed. After each successful melee attack, you may immediately move 5 feet in any viable direction. This movement is free and additional to any other movement you might make during your turn.
STRIKE BONUS
Upon reaching 2nd level, you are able to infuse your Morphin Grid power into your melee attacks while Morphed. At the beginning of any round you may spend 1 Personal Power to apply a ↑1 shift to the first melee attack you make during your action. This shift increases by 1 at 5th, 8th, and 11th levels.
Zords
At (1st or 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.
Ranger Zords
What sort of shape a Yellow 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: Sabretooth Tiger, Griffin
- Ninja Power Rangers: Bear
- Alien Rangers: Yellow Battle Borg
- Power Rangers Zeo: Artillery Tower
- Power Rangers Turbo: Dune Star Racer
- Space Rangers: Mega V4 Rover
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.
EXPLOIT WEAKNESS
Upon reaching 7th level, the Yellow Ranger can see ways around a creature’s strengths, turning them into weaknesses. You can, after making a melee attack against a target with augmented defenses of some kind, make a DIF 14 Alertness Skill Test. If successful, you and your teammates may ignore one of the target’s defense bonuses (Resistance, Armor bonus, etc.) with your attacks until the end of the scene. At 15th level, your ability to see weaknesses allows you and your team to ignore all Defense augmentative bonuses the target might possess.
WHIRLWIND STRIKE
Starting at 9th level, Yellow Rangers can unleash a deadly spinning attack at groups of enemies surrounding them. You can, by expending 1 Personal Power while Morphed, allow your attack action’s melee attacks to target every enemy adjacent to you until the end of the round. You still only make a single attack Skill Test, but the result is applied to all enemies adjacent to you similar to an Area of Effect ranged attack.
LIGHTNING FAST
A 13th level Yellow Ranger is capable of flashing like a burst lightning to a specific location in the blink of an eye. By spending 1 Personal Power while Morphed, instead of moving normally, you can instantly appear anywhere within 60 feet and line of sight of your current location. While this is treated like a miniature teleportation, you do actually sprint and/or jump to reach this new location; it is just so fast, no one can see you doing so.
DEVASTATING STRIKE
Upon achieving 18th level, the Yellow Ranger’s melee attacks can find the precise point on a target to inflict maximum damage. You now inflict triple damage when you make a critical hit on a target instead of the normal double damage.
YELLOW RANGER PRIME
At 20th level, you have become the most advanced version possible of your team’s Yellow Ranger. Your Morphed form immediately gains the following benefits:
- Resistance to Blunt and Sharp damage
- Additional point of damage on Finesse attacks
- Gain Edge on Speedbased Skill Tests