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 Tech 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 Tech II 6 3 - - - +1
8 General Perk 6 5 +1 - - -
9 Power Infusion (1s) 6 4 - - +1 -
10 Zord Feature, Power Burst(1d2) 8 4 - +1 - -
11 Extra Attack, Grid Power 8 5 - - - +1
12 General Perk, Grid Tech III 8 5 +1 - - -
13 - 10 5 - - +1 -
14 Zord Feature 10 6 - +1 - -
15 Power Burst (1d4) 10 6 - - - +1
16 General Perk, Grid Power 12 6 - - +1 -
17 Zord Feature, Grid Tech 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


As a Blue Ranger, you gain the following:

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 TECH


You have begun to unlock the technological secrets of the Morphin Grid. 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 Tech bonuses currently available to them to apply.

Grid Tech I

Grid Tech II

Grid Tech III

Grid Tech 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.

BLUE RANGER ZORDS


What sort of shape a Blue Ranger’s Zord takes depends on the kind of Power Ranger Team they are a part of. Examples of previously chosen Zords are:

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.

POWER INFUSION


Upon reaching 9th level, you can pour your Morphin Grid energy into one series of empowered attacks from your team. As a Blue Ranger, your connection to the Grid’s power is almost symbiotic. Once per scene, by spending 1 Personal Power and a Free action while Morphed, you and each of your Morphed Power Ranger teammates within 60 feet re-roll natural 1s on your next successful attack. At 18th level, they may also re-roll 2s.

POWER BURST


At 10th level, the Blue Ranger knows how to tap the Morphin Grid directly once per scene to send a ripple of raw power into his team. You can spend a standard action to have every Morphed member of the Power Ranger team, no matter where they are on the Grid in space and time, to gain 1d2 Power. Upon reaching 15th level, this amount increases to 1d4.

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.

BLUE RANGER PRIME


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