SPECTRUM ROLE FEATURES
As a Blue Ranger, you gain the following:
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 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
- Aptitude Augmenter: 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.
- Gridspeak Receivers: You and your Power Ranger team, when Morphed, can understand and read any language used by creatures on the Morphin Grid.
- Gridspeak Transmitters: You and your Power Ranger team, when Morphed, can speak a form of universal language understandable by any creatures on the Morphin Grid.
- Blaster Focusers: You may add a 1 shift to all of the Blade Blaster attacks of your Power Rangers’ team.
Grid Tech II
- Defensive Shields: You may increase the Morphed Toughness of one member of your Power Ranger team by +1. This Grid Tech can be chosen once per team member.
- Enhanced Summoner: You and your Power Ranger team reduce the number of rounds it takes to summon your Zords by -1 (minimum of 1).
- Power Focusers: You may a 1 shift to all of the Power Weapon attacks of your Power Rangers’ team.
- Vision Focuser: You may add 30 feet to the Enhanced Vision of you and your Power Rangers’ team, while Morphed. This Grid Tech may be chosen twice.
Grid Tech III
- Aim Apparatus: One member of your Power Ranger team gains a level in the Targeting skill. This Grid Tech may be chosen multiple times, once per team member.
- Morphin Grid Mapsuite: You are always aware of your local position on the Morphin Grid.
- Survival Node: Pick one skill you have no levels in. You gain that skill, but only at a special D2 level that cannot be increased further without buying the D2 level normally. This Grid Tech may be chosen multiple times.
- X-Tech Visor: You now have the ability to see through solid objects (not made out of lead or specifically shielded against radiation) to a distance of 30 feet. When doing so however, you cannot see color or details, just outlines and densities of shapes and objects.
Grid Tech IV
- Energic Shields: Pick one type of non-physical (blunt or sharp) damage. While Morphed, you gain +3 Toughness to that type of damage.
- Gridspeak Translator: You and your Power Ranger team, when Morphed, can speak, understand, read, and write all languages used by creatures on the Morphin Grid.
- Megaform Expeditor: It takes your Zord 1d4 rounds less time to be ready to take part in the formation of any Combined transformation, minimum 1.
- Zeo Tech Augment: You and your Power Ranger team can collectively choose either your Blade Blasters or your Power Weapons, gaining a 1 shift in any attack that uses them.
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:
- Mighty Morphin Power Rangers: Triceratops, Unicorn
- Ninja Power Rangers: Wolf
- Alien Rangers: Blue Battle Borg
- Power Rangers Zeo: Sphinx
- Power Rangers Turbo: Mountain Blaster Truck
- Space Rangers: Mega V3 Rocket
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:
- You gain +2 to all Defenses.
- Additional point of Damage on attacks from Powers
- Edge on Social skill checks.