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 dayPersonal Power Capacity: +2 per every 4 Levels
Training
Armor: Light and MediumStarting 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.- Wrist Communicator
- Power Morpher
- Blade Blaster*
- Two-Handed Power Weapon*
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
- Aptitude Augmenter: This bonus works exactly as the Grid Tech bonus of the same name. Pick one skill in which you have at least one level. You may re-roll 1s and 2s while using that skill. This Grid Tech may be chosen multiple times.
- Calm Beast: You get a 1 shift on Animal Handling (Calming) Skill Tests.
- Commune. You can communicate with the nature around you. Once per scene, you may ask a question about something that happened within the area, and nature telepathically gives you the answer.
- Naturalist: When you gain this Perk, choose two environments (such as plains, mountains, forests, zero-g, and the like) to specialize in. When in one of those environments, you gain 1 on Survival Skill Tests.
Grid Science II
- Enhanced Summoner: This bonus works exactly as the Grid Tech bonus of the same name. You and your Power Ranger team reduce the number of rounds it takes to summon your Zords by -1 (minimum of 1).
- Instructor: Choose one Smarts Skill in which you have a specialty. You may teach that Skill to another Ranger. They may roll that Skill without a Snag if they have no Ranks in the Skill. You gain 1 on any Skill Test you make with this Skill, but your Skill Tests may only benefit from the Instructor bonus once, no matter how many times you teach this Skill to other Rangers.
- Environmental Warrior. Whenever you fight in an environment where you have a Survival Specialization, you get 1 on all Attack rolls you make.
- Wind Whispers: You learn or teach one of your allies to feel the disturbances in the air of an incoming attack. This increases their Evasion by 2. This Grid Science can be chosen once per team member.
Grid Science III
- Elemental Adaptation: Choose an element. You or one member of your Power Ranger team ignores the element trait when they take damage. For instance, a character that would take extra damage from a Fire element attack doesn’t if they have Elemental Adaption: Fire. This Grid Science may be chosen multiple times, once per team member. Each selection may choose the same or a different element.
- Morphin Grid Mapsuite: This bonus works exactly as the Grid Tech bonus of the same name. You are always aware of your local position on the Morphin Grid.
- Survival Training: You or one member of your Power Ranger team gains 1 Health. This Grid Science may be chosen multiple times, once per team member.
- Environmental Assist: You can use elements within your environment to increase the damage of your team’s Attacks. By spending 1 Personal Power, you and any Power Rangers within 60 feet of you may add 1 to the damage of their Attacks until the start of your next turn. You may choose the damage type based on elements in the immediate environment, but all Power Rangers using this power deal the same type of extra damage.
Grid Science IV
- Bend Physics: Your knowledge of science and the environment allows your mastery of the Morphin Grid to bend physics for you and your team. While morphed, you and your Power Ranger team can double your Movement and gain a +2 Evasion against ranged attacks.
- Energetic Shields: This bonus works exactly as the Grid Tech bonus of the same name. Pick one type of non-physical (blunt or sharp) damage. While Morphed, you gain +3 Toughness to that type of damage.
- Organic Zord: You can tap into the Morphin grid and enhance your or another Power Ranger’s Zord with a Feature chosen from the Upgraded Zord features. The Zord gains a more organic look in the process (although it is still clearly a Zord). This Grid Science may be chosen multiple times, once per team member.
- Primal Rage: You can tap into the evolutionary past and infuse you and your Power Rangers team with extra strength. You and your Power Ranger team gain 1 on unarmed Attacks.
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
>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:
- You gain +2 to all Defenses.
- Additional point of Damage on attacks from Powers
- Edge on Social skill checks.