SPECTRUM ROLE FEATURES
As a Purple Ranger, you gain the following:
Power
Personal Power Regeneration: 2 per dayPersonal Power Capacity: +2 per every 5 Levels
Training
Armor: Light and MediumStarting Skill Levels: +1 Might, +1 Alertness, +1 Athletics or Intimidation
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
- Energy-based Sidearm* or One-handed Power Weapon*
- One-Handed Power Weapon
EMOTIONAL MASTERY
Purple Rangers are fueled and empowered by their emotional roots, making minor enhancements to their Morphin shell based on the emotion at the forefront of their minds. Starting at 1st Level, a Purple Ranger notes Emotional Mastery over a number of options from the list below equal to the Ranger’s Emotional Range, shown in the table above. Spending a Personal Power allows you to apply one of your chosen options for the remainder of the scene. As a Free action, you may spend a Personal Power to switch your active Emotional Mastery.
As you gain Levels, you choose additional Emotional Range options to add to your Emotional Mastery.
- Anger: You gain a ↑1 bonus to Unarmed and One-Handed weapon Attacks.
- Contempt: You gain Resistance to any one type of damage.
- Disgust: The first Skill Test to target you each turn suffers ↓1.
- Distress: Your Movement values increase by 10 feet whenever you begin your turn within 10 feet of an enemy.
- Fear: Your Willpower and Cleverness Defenses increase by 3.
- Guilt: You may re-roll any d20 result of 1.
- Interest: You gain Edge on all Alertness and Culture Skill Tests.
- Joy: When within 5ft of an ally, you gain ↑1 on the first Skill Test you take each turn.
- Sadness: Your Morphin shell Armor bonus increases by 2 Toughness and 2 Evasion.
- Shame: You gain ↑1 on your next Skill Test after being targeted by an enemy’s Success. This is doubled to ↑2 for a Critical Success!
- Shyness: You become Invisible until you make an Attack or suffer damage from any source. You may re-initiate this Emotional Mastery with an additional Personal Power expenditure.
- Surprise: Instead of rolling normally, you may set your place in the Initiative order immediately after any other participant in the Combat scene’s order.
EMOTIONAL STRENGTH
While the thoughts and memories of their emotional moments fuel them at a core level, Purple Rangers can also benefit from the raw feelings they experience. At 2nd Level, you can regain 1d2 Power Points immediately once you experience a specific trigger attached to whatever Emotional Mastery options you have active at the time. Emotional Strength can only activate once per scene.
- Anger: You suffer damage.
- Contempt: An enemy achieves a Critical Success.
- Disgust: An ally Fumbles.
- Distress: You Fumble a Skill Test.
- Fear: You gain the Frightened or Impaired condition.
- Guilt: You are part of a Group Test that fails.
- Interest: You discover something hidden.
- Joy: An ally achieves a Critical Success.
- Sadness: An ally gains any Condition.
- Shame: You fail a Skill Test that benefitted from a ↑1 or greater bonus.
- Shyness: You fail a Skill Test benefitting from another character’s Lend Assistance action.
- Surprise: You roll a result of exactly 2 or of 25+ on any Skill Test.
UNIQUE STRIKE (MELEE)
The Purple Rangers’ Attacks express their emotions in ways traditional fighting styles do not match. Upon reaching 2nd Level, you may design a weaponless Melee Attack that only you can use.You may have it look however you wish and name it accordingly. Use the following checklist to create your Unique Strike (Melee).
- You create the Attack Name
- You choose Finesse or Might as the Attack Skill Test
- Your Attack Range is your natural Reach.
- Your Attack inflicts a base 1 damage, but you choose the damage type.
- You may add one Alternate Effect from the following: Accurate (↑1), Armor Piercing, Maneuver (↓1), Multiple Attacks (2, ↓1)
To access your Unique Strike, you must be Morphed and possess at least 1 Personal Power, although you do not have to spend Power to use it.
ZORD
At 3rd Level, you can access a powerful construct based on your Power Ranger team. These are the various Zords, Borgs, and Power vehicles that the Rangers summon to aid them in battle. When piloting this personal Zord, you cannot suffer Snags while making Driving Skill Tests. Rules and statistics for Zords start on page 131 of the Power Rangers Roleplaying Game Core Rulebook.
PURPLE RANGER ZORDS
What shape a Purple Ranger’s Zord takes depends partially on the kind of Power Ranger Team they are a part of and their imprint on the machine. Examples of previously chosen Zords are:
- The alternate timeline Mighty Morphin Reserve Ranger, Farkas Bulkmeier, has the ferocious Baconodon Zord.
- Dino Charge Rangers: Plesio Zord
- Jungle Fury Rangers: Wolf Animal Spirit
- Solar Rangers: Purple Solarzord
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 Purple 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.
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 12th Level. This Role Perk only functions while Morphed and fighting as an individual.
UNIQUE STRIKE (RANGED)
Purple Rangers create methods for releasing bursts of their Power mixed with their emotional strength, unleashing devastating energies upon their foes. Upon reaching 5th Level, you may design your own energy-based Ranged Attack. You may have it look however you wish and name it accordingly. Use the following checklist to create your Unique Strike (Ranged).
- You create the Attack Name
- You choose Athletics or Targeting as the Attack Skill.
- You choose the Attack Range: 30 feet optimal and 60 feet long, 45 feet, or all enemies within 10 feet of you.
- Your Attack inflicts a base 1 Energy damage.
- You may add one Alternate Effect from the following: Accurate (↑1), Area of Effect (10 feet × 10 feet), Armor Piercing, Maneuver (↓1), Multiple Targets (2, ↓1)
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.
ADAPTATION 1 AND 2
Your understanding of your feelings has grown deeper still. Upon reaching 7th Level, Purple Rangers can activate two of their chosen Emotional Mastery options in the same scene. You must spend an additional Personal Power for the second Emotional option. At 17th Level, you may spend yet another Power to activate a third chosen Emotional Mastery option in the same scene.
ENHANCE STRIKE
Purple Rangers’ unique Attacks evolve and change over time, becoming more potent as their connection to the Grid grows. First at 8th Level, then again at 11th, 15th, and 19th Levels, you maychoose one of the following enhancements to apply to one of your Unique Strikes (Melee or Ranged). You may select the same option multiple times.
- Increase the base damage by +1
- Change the damage type to any Element.
- Add 10 feet to all values of the Attack’s Range/Reach.
- Add one Alternate Effect from the following that the Attack does not already possess: Accurate (↑1), Area of Effect (10 feet × 10 feet), Armor Piercing, Maneuver (↓1), Multiple Targets (2, ↓1)
TEAM SPIRIT
Just as the Morphin Grid’s energy has strengthened your connection to your emotional core, you have learned how to share your emotional power with your allies through the Morphin Grid. Upon reaching 9th Level, you can spend one Personal Power to apply your Emotional Mastery to any ally within 30 feet when you activate it. Your allies can only benefit from one Team Spirit at a time.
HEART’S CALLING
As Purple Rangers grow, so do their connections to their power and emotion. At 18th Level, you can quickly call upon one emotion regardless of the situation. Select one of your Emotional Mastery options. This option no longer costs you Power to activate, and you can activate it even when you are not Morphed.
PURPLE RANGER PRIME
At 20th Level, you have become the most advanced version possible of your team’s Purple Ranger. Your Morphed form immediately gains the following benefits:
- You gain +2 to all Defenses.
- You may remove the Frightened, Mesmerized, and Stunned Conditions from yourself as a Free action
- You are immune to Psychic damage.