Power Rangers RPG
An RPG system by Alzoru because Hyper Force hasn’t been released yet.
Dedicated to rangers fans everywhere, young and old who love the idea of fighting evil as a team in colorful spandex suits. This is your RPG and mine, based heavily on Power Rangers Hyper Force, a not-yet-public Power Rangers RPG and also a youtube series by Hyper RPG. I’m not sure who actually made it, but I do know that the ruleset was supposed to become public eventually, and still hasn’t. And so I have taken it upon myself to do it myself. This system is mainly going to be d6 based.
Go forth, Rangers, and may the power protect you.
Observe the Viewing Globe (Basics)
This game primarily uses regular 6-sided dice, though some rolls might require larger dice. This particular system won’t be using stats in the more classic sense, but instead will have skills and abilities that your characters are just better at. Leveling up increases your HP, enhances your skills, allows you to learn new skills, and can even increase your damage output.
Skills are your main abilities in and out of combat. There are combat-specific skills, and other skills that while useful outside of combat can also be used for combat purposes in the right hands. All skills are 0 by default.
This game uses a variant of Hyperforce’s “Popcorn Initiative.” When combat begins, all combatants roll 3d6+Initiative score, and the highest roll goes first. At the end of their turn, they then choose who goes next. And then that person chooses who goes next and so forth. However, it if one group forces their enemies to go last, the enemies get an extra turn, so it’s important that the players don’t just try to walk through an army of foot soldiers in one round and that the foot soldiers/monsters don’t try and steamroll the rangers in one round.
When a ranger is in civilian form or “unmorphed.” All their actions use 1d6. In morphed form, all of their actions use 2d6. When in their zords, rangers roll 3d6 for their actions, and while in the Megazord, each ranger rolls 1d6 all at once for a total of 5d6. Adding additional zords adds another 1d6. Teamwork is essential in the world of Power Rangers, and any amount of rangers can team up in one attack as long as the characters are within 30 feet of each other. Even characters who have already used their turn can join in on an attack if they have the energy.
Energy is a very valuable resource that dictates how long you can fight for and even what you can do on your turn. Energy is usually gained by taking a turn to rest or by sleeping, but can also be awarded by the DM when they feel it is earned. There is no upper limit to the amount of energy a character can have.
When trying to hit, you roll 1d6, 2d6 if morphed+Accuracy skill against a target’s dodge score. The Dodge score is equal to 3+Dodge skill. If you roll higher than this score, you hit the opponent and roll for damage. Melee damage will be 1d6, 2d6 if morphed. Then subtract the target’s defense, which is 3+their defense skill.
Your Power Weapon, by default, adds +2 to melee damage rolls. Ranged attacks are similar, but instead of adding your Martial Arts Skill, you add your accuracy skill for damage. Ranged Power Weapons also power up ranged attacks.
Movement & Morphing
Each character, by default, can move 30 feet per turn, barring special abilities gained through leveling up. This is on a grid of 5-foot squares or hexes (whichever you prefer).
Morphing is done with a device known as a morpher and also requires a specific oral catchphrase or other methods to activate such as pressing a button or series of buttons. The method is different from team to team, but the end result is the same. You get extra dice to roll, your HP stat is doubled, and you heal 10 HP.
At level one, a morphed ranger has a Ranger Pistol that lets them make ranged attacks with no power weapon bonus. This is their only
Bring Them Together! (Zords and Megazords)
Each Ranger’s Zord is a representation of their individual powers and has unique weapons and attacks and abilities that make them decently effective on their own. The Megazord is a symbol of Unity and Teamwork among the ranges and has its own powerful unique abilities and weapons that make it the greatest weapon in the ranger’s arsenal. The Zords’ HP is double that of a morphed ranger, and its Defense Skill Is its Ranger’s defense +5. The Megazord’s HP is equal to the sum of all its component’s HP, and its Defense Skill is the sum of all the zord’s Hp as well. Each Zord has 2 traits of your choice (Not including Body type), 1 of which carries over to the Megazord- Which one is your choice.
Zord combat is a bit different. Instead of relying on the ranger’s accuracy to hit, it relies on the “piloting” Skill to hit and damage as well. Same goes for the Megazord.
Movement also works slightly differently in zord/megazord fights. Each square or hex now equals 20 feet. Adding more zords adds more HP and one extra d6 per added zord.
Aside from the traits contributed from the individual zords, players should discuss the Megazord’s unique abilities and decide with a vote which 3 traits the Megazord should have. Default megazord land speed is 60. A Finishing move can only be used once per battle and adds +10 to damage output. Two traits you need to figure out are Main weapon and Finishing Move, the other trait is less important.
It’s Morphin’ Time! (Character Creation)
At Level 1
When making a character, designate a Ranger Color for yourself, making sure not to have a color too similar to another player’s on the same team. Once you’ve done this, iron out their physical details and then give them 20 HP and 50 Energy at the start of each day. Then, roll 1d6 and add the result to your HP and do the same for energy. Now you can decide their strength and weaknesses. Pick 2 combat skills and two other skills and give yourself +1 in them, then choose one combat skill and one other skill and give yourself -1 in them. You then also choose what your Power Weapon is based on your particular skills and character’s personality.
If the team desires, they can have their power weapons be designed to fit together and combine into a single large weapon as a finishing move. This can be used only once per battle, and the roll for it is 3d6+10. The caveat here is that they have to figure out how their weapons all fit together
This is also where you can choose your Zord’s Special abilities. Choose 2 options from the Zord Traits Table.
Leveling up is a very exciting prospect, one that makes sure you become more skilled and grow as a ranger over time. Each time you level up, you gain 1d6 HP, and 5 more starting energy per day. In addition, every even level all of the skills you have bonuses in increase by 1. At level 2 you gain the ability to summon your Power Weapon, and at level 3 the ability to summon your zord and form the Megazord. Every 4th level will grant you a choice of several arsenal and character upgrades, listed below.
EXP level up table
Teenagers With Attitude! (Character Sheet)
Other Inventory: Power Morpher,
Other Inventory: Power Morpher,