Power Rangers RPG

Power Rangers RPG

An RPG system by Alzoru because Hyper Force hasn’t been released yet.

Index

Index2

Foreword3

Observe the Viewing Globe (Basics)4

Skills4

Combat5

Movement & Morphing6

Ranger Tools7

Bring Them Together! (Zords and Megazords)8

Zord Traits9

Megazord Traits11

It’s Morphin’ Time! (Character Creation)13

At Level 113

Leveling up14

EXP level up table16

Teenagers With Attitude! (Character Sheet)17

Example Character19

Foreword

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

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.

Combat Skills

Other Skills

Accuracy

Acrobatics

Dodging

Deception

Martial Arts

Persuasion

Defense

Social Skills

Leadership

Athletics

Intimidation

History

Piloting

Investigation

Stealth

Insight

Initiative

Perception

Medicine

Nature

Sleight of Hand

Combat

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.

Action

Strike

Kick

Sweep

Grapple

Team Up

Summon Weapon

Use Weapon

Summon

Zord

Energy Cost

1

2

3

5

3

5

2

10

Action

Zord Special

Rest

Morph

Battlizer

Megazord Combine

Mega

Finisher

Energy Cost

6

-10

5

8

10 from each ranger

20 from each ranger

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.

Ranger Tools

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.

Zord Traits

Trait

Effect

Trait

Effect

Flying Vehicle Body

Your Zord has a flight speed of 100

Claw Attack

Melee attack option for Animal Zords

Aquatic Vehicle Body

Your Zord has a water speed of 100

Power Roar

Ranged Attack Option for Animal Zords

Terrestrial Vehicle Body

Your Zord has a Land speed of 100

Laser Eyes

Ranged Attack Option for Animal Zords

Space Vehicle Body

Your Zord has a Flight and Space speed of 100

Bite Attack

Melee attack option for Animal Zords

Carrier Zord Body

Your huge zord has a Land speed and your choice of Water, Flight, or Space Speed of 60, and it can carry other zords.

Warrior Mode

Gives a humanoid body to non-humanoid zords, and free punch/kick attacks

Land Animal Body

Your Zord has a Land speed of 100

Cannons

Universal ranged option

Sea Animal Body

Your Zord has a water speed of 100

Heavily armored

Increases your zord’s defense by 4 but reduces their travel speed by 15 feet

Flying Animal Body

Your Zord has a flight speed of 100

Chest Blaster

Humanoid ranged option

Humanoid Body

Your Zord has a Land speed of 45, and can punch/kick

Zord Melee Weapon

Humanoid melee option

Vehicular Laser Cannon

A Ranged attack option for Vehicle zords.

Zord Pistol/Bow

Humanoid ranged option

Vehicular Missile Launcher

A Ranged attack option for Vehicle zords. Attacks 3 Times

Sentience

Roleplay option for animal and humanoid zords.

Vehicular Ram

A Melee Option for Vehicle zords.

Lightly Built

Increase movement speed by 20

Vehicular Turret

A Ranged attack option for Vehicle zords, multidirectional

Rescue Functions

Roleplay option for vehicles.

Megazord Traits

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.

Trait

Effect

Trait

Effect

Main weapon: Sword

Melee option

Main weapon: spear

Melee and ranged option

Shield

Defense +4 when used

Main weapon: hammer

Melee option

Alternate configuration

Lose one trait and gain another.

Main weapon: Fist

Melee option

Flying

Flight speed of 45

Dual Wielding

Have 2 main weapons

Aquatic

Water speed of 45

Main weapon: Gun

Ranged option

Spaceworthy

Space speed of 45

Main weapon: Bow

Ranged option

Sturdy Construction

10 extra max HP

Dual function main weapon

Roleplay option

Console Piloting

Default piloting option.

Motion Sensor Piloting

Megazord uses the ranger’s accuracy skills to hit and martial arts for damage like normal combat.

Main weapon: Staff

Melee option

Sentience

Roleplay option

Finishing move: Slash

Melee Finisher Option

Finishing move: Smash

Melee Finisher Option

Finishing move: Pierce

Melee Finisher Option

Finishing move: Energized Fists

Melee Finisher Option

Finishing move: Energy Ball

Ranged Finisher Option

Finishing move: Cannon

Ranged Finisher Option

Finishing move: Beam

Ranged Finisher Option

Finishing move: Flying Fists

Ranged Finisher Option

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

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.

Upgrade

Effect

Caveat

New Other Skill

Gain a new Other Skill

New Combat Skill

Gain a new Combat Skill

Power Weapon Upgrade

Add +1 to Damage with your Power Weapon, also effects the combined weapon if your team has one.

Can only be taken 3 times

Summon Ranger Armor

You can give yourself +4 to your defense skill for 5 rounds at the cost of 6 Energy

Can only be taken once, must be at least level 8

Zord Weapon Upgrade

Add +1 to damage with your Zord

must be at least level 8

Peak Condition

Add an extra d6 to your civilian HP

Can only be taken once

Zord Armor Upgrade

Add +1 to your Zord’s defense

must be at least level 8

Auxiliary Zord

You gain an extra zord that can combine with the Megazord, giving it a new trait and an extra d6

Must be at least level 8

Softened Weakness

Choose one of the skills you have -1 in and make it 0

Must be at least level 12

Battle Brother/Sister

Add +4 to team-up attack rolls and damage rolls

Must be at least level 12, can only be taken once

Ranger Luck

Once per day, you may reroll one roll while morphed, in your zord, or in the Megazord. Taking it more than once allows you more re-rolls per day.

Must be at least level 12, 

Power Weapon Dual Wield

Allows you to summon a second iteration of your power weapon and attack twice

Must be at least level 12, can only be taken once

Battlizer

Allows you to summon a battlizer that allows you to add +3 to hit rolls, +6 to damage rolls, and +3 to defense. Lasts 5 rounds. Red Ranger exclusive unless the DM rules otherwise.

Must be at least level 16, can only be taken once

Super Mode

Spend 6 Energy in order to gain +2 to hit and damage rolls, as well as +2 to defense.

Must be at least level 12, can only be taken once

Pistol Competence

Adds +1 to hit with the Ranger Pistol, but not to damage

Power Weapon Proficiency

Adds +1 to hit with your Power Weapon

Legendary Ranger

Add an extra d6 to all of your rolls

Gained upon reaching level 20, along with a second upgrade of your choice

Improved Rest

Using the rest actions gives you 10 extra energy that turn

Healing Rest

Using the rest action also heals 2d6 HP

EXP level up table

Level

EXP

Level

EXP

1

0

11

25,600

2

50

12

51,200

3

100

13

102,400

4

200

14

204,800

5

400

15

409,600

6

800

16

819,200

7

1,600

17

1,638,400

8

3,200

18

3,276,800

9

6,400

19

6,553,600

10

12,800

20

13,107,200

Teenagers With Attitude! (Character Sheet)

Player Name

Name

Age

Height

Gender

Weight

Ranger Color

Level

EXP

Morphed

Zord

Power Weapon

Yes

HP

Energy

Combat Skills

Bonus

Other Skills

Bonus

Accuracy

Acrobatics

Dodging

Deception

Martial Arts

Persuasion

Defense

Social Skills

Leadership

Athletics

Intimidation

History

Piloting

Investigation

Stealth

Insight

Initiative

Perception

Medicine

Nature

Sleight of Hand

Zord Abilities

Ranger Upgrades

Main Hand

Off Hand

Armor

Money

Other Inventory: Power Morpher,

Example Character

Player Name

Name

Age

Height

Gender

Weight

Ranger Color

Example

Example

17

6’01

F

160 lb

Purple

Level

EXP

Morphed

Zord

Power Weapon

12

0

Yes

Utahraptor, Space Cruiser

Bow(+1 damage)

CivHP(Morphed HP)/max HP

68 (136)/136 HP

Energy

114/114

Combat Skills

Bonus

Other Skills

Bonus

Accuracy

+7

Acrobatics

Dodging

Deception

Martial Arts

Persuasion

+7

Defense

Social Skills

-1

Leadership

Athletics

Intimidation

History

Piloting

+7

Investigation

Stealth

-1

Insight

Initiative

Perception

+7

Medicine

Nature

Sleight of Hand

Zord Traits

Land Animal Body- Land Movement Speed 100, Claw Attack- Melee attack option, Laser Eyes- Ranged attack option

Forms the right arm of the Megazord, gives the Megazord a Claw attack. 272 ZHP, 5 Zord defense

Space Vehicle Body- Space movement speed 100, Laser Cannon- Ranged attack option, Vehicular Turret- Ranged attack option, multidirectional

Gives armor to Megazord’s legs and turrets on the shoulders, which give it a ranged attack option. 272 ZHP, 5 Zord Defense

Ranger Upgrades

Peak Condition, Power Weapon Upgrade, Auxiliary Zord

Main Hand

Power Bow (+1 damage, 2 handed)

Off Hand

Armor

Money

$20

Other Inventory: Power Morpher,

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