Level Role Perks Personal Power Capacity Idea Points Strength Increase Speed Increase Smarts Increase Social Increase
1 It's Morphin' Time!, Eureka! 2 1 - +1 +2 -
2 Helping Hand, Grid Science I 2 2 - +1 - -
3 Zord 2 2 - - - +1
4 General Perk 4 2 +1 - - -
5 - 4 3 - - +1 -
6 Zord Feature, Grid Power 4 3 - +1 - -
7 Grid Science II 6 3 - - - +1
8 General Perk 6 5 +1 - - -
9 Elemental Shield 6 4 - - +1 -
10 Zord Feature, Elemental Storm 8 4 - +1 - -
11 Extra Attack, Grid Power 8 5 - - - +1
12 General Perk, Grid Science III 8 5 +1 - - -
13 - 10 5 - - +1 -
14 Zord Feature 10 6 - +1 - -
15 - 10 6 - - - +1
16 General Perk, Grid Power 12 6 - - +1 -
17 Zord Feature, Grid Science IV 12 7 - +1 - -
18 Power Infusion (2s) 12 7 - - +1 -
19 General Perk 14 7 - +1 - -
20 Blue Ranger Prime 14 8 - - +1 -

SPECTRUM ROLE FEATURES


The Aqua Ranger is a special type of Blue Ranger. Rather than being a technology expert, the Aqua Ranger focuses on science. Aqua Rangers are scholars and scientists that try to understand the world around them and find solutions to ecological and natural threats. When an Aqua Ranger taps into the Morphin Grid, they pull from the vast reservoir of experience contained within the Morphin Grid to find solutions to natural problems.

As a role shift, the Aqua Ranger uses the Blue Ranger spectrum with the following alternate Spectrum Role features instead of those used for the Blue Ranger.

Power

Personal Power Regeneration: 4 per day
Personal Power Capacity: +2 per every 4 Levels

Training

Armor: Light and Medium
Starting Skill Levels: +1 Finesse or Targeting, +1 Science, +1 Technology

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.

EUREKA!


From the beginning of their career as a Blue Ranger at 1st level, you are constantly inspired on ways to do things that exemplify your wit and intelligence. You receive a number of Idea Points per day as listed on the table above. At any point where you are about to make a skill check with a Smarts skill, you may spend an Idea Point to gain Edge on that roll.

HELPING HAND


Starting at 2nd level, you can use your connection to the technology of the Morphin Grid to patch up the power shell of another team member. As a Free action, you may spend 1 Personal Power to heal any Morphed member of a Power Rangers team within 60 feet one Health.

GRID SCIENCE


Replaces Grid Tech

You can tap into the vast experience contained within the Morphin Grid and enhance your own scientific knowledge. You acquire this Role Perk in four parts, I, II, III, and IV at 2nd, 7th, 12th, and 17th levels. Upon gaining each version of this Role Perk, you may choose two of the Grid Science bonuses currently available to them to apply.

Grid Science I

Grid Science II

Grid Science III

Grid Science IV

ZORD


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.

ZORD FEATURE

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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 a Aqua 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.

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.

ELEMENTAL STORM


At 10th level, the Aqua Ranger knows how to tap into the Morphin Grid to affect local weather patterns. Once per scene, you can spend 1 Personal Power and a Free action to cover an area of up to 100 yards with bad weather. Choose either Blinded, Deafened, or Prone. Make a single Survival (Weather Prediction) Skill Test against the Toughness of each enemy in the area. Those you beat are afflicted with the condition until the end of their next turn.

EXTRA ATTACK


Beginning at 11th Level, you can Attack twice, instead of once, whenever you take the Attack action on your turn. This Role Perk only functions while Morphed and fighting as an individual.

AQUA RANGER PRIME


At 20th Level, you have become the most advanced version possible of your team’s Aqua Ranger. Your Morphed form immediately gains the following benefits: