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ROLEPLAYING GAME

A Jump Through Time


SOURCEBOOK
Travel through time to
defeat the forces of Evil!
A Jump Through Time features a wealth of new
options for your Power Rangers Roleplaying Game,
both for players and Game Masters!
• Play as the Purple, Orange, or advanced Spectrum
Quantum Ranger Roles!
• Customize your characters with new time travel-
themed Origins and Influences!
• Master new Perks and equipment from Time Force,
R.P.M., and other teams!
• Pilot a host of new Zords and Zord attack vehicles!
Use all of this and more to protect the Grid as you
face off against new Threats, ranging from Venjix
Attack Bots to leaders such as the mutant
criminal kingpin, Ransik!
For use with the Power Rangers
Roleplaying Game.
Game
Be on the lookout for The Time of Knight:
A Jump Through Time Adventure!

14+
LOT# 010323-01 $55.00
renegadegames.com ISBN 978-1-957311-12-8
55500>
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Manufacturer: Renegade Games, LLC. 306N West El Norte Parkway #325, Escondido, California 92026. Importers: Renegade France 52 Avenue Pierre Semard
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Game Rules are © 2023 Renegade Game Studios. All Rights Reserved. TM & ©2023 SCG Power Rangers LLC and Hasbro. Power Rangers and all related logos,
characters, names, and distinctive likenesses thereof are the exclusive property of SCG Power Rangers LLC. All Rights Reserved. Used Under Authorization. 9 781957 311128
Made in China.
ROLEPLAYING GAME

A Jump Through Time


SOURCEBOOK
ROLEPLAYING GAME

A Jump Through Time


Authors: Bryan C.P. Steele with John D. Kennedy President & Publisher: Scott Gaeta
Developers: Ben Heisler with Jason Keeley Vice President Sales: Andrew Lupp
Cover Artist: Caio Cacau Controller: Robyn Gaeta
Illustrators: Caio Cacau, Eleonora Carlini, Grim Director of Operations: Leisha Cummins
Moon Studios, Gunship Revolution, Fares Maese, Associate Project Manager: Katie Gjesdahl
Francisco Silva Mauriz, William O’Brien, Simone Sales Manager: Kaitlin Ellis
Ragazzoni and Hasbro provided art Sales Assistant: Sophia Gambill
Graphic Designer: Matthew Fisher E-Commerce: Nick Medinger
Editor: Megan Boatright Marketing Manager: Jordan Gaeta
Cultural Consulting: James Mendez Hodes Marketing Assistant: Anais Morgan
Essence20 Designers: Ryan Costello, Ben Heisler, Senior Producer, Board & Card Games:
Gabriel Hicks, Paige Leitman, JF Sambrano, Bryan Dan Bojanowski
C.P. Steele, TJ Storm, Elisa Teague, Eddy Webb Associate Producer, Board & Card Games:
Kane Klenko
Producer, RPGs: Kevin Schluter
Lead Developer, World of Darkness:
Juhana Pettersson
Associate Product Developer, RPGs: Ben Heisler
Senior Game Designer: Matt Hyra
Game Designers: Dan Blanchett & Christopher Chung
Director of Visual Design: Anita Osburn
Creative Director, Games: Jeanne Torres
Creative Director, RPGs: Sarah Robinson
Creative Production: Noelle Lopez & Gordon Tucker
Video Production Associate: Katie Schmitt
Customer Service Manager: Jenni Janikowski
Customer Service: Bethany Bauthues
Finance Clerk: Madeline Minervini

Game Rules are © 2023 Renegade Game Studios. All Rights Reserved.
TM & ©2023 SCG Power Rangers LLC and Hasbro. Power Rangers and all related
logos, characters, names, and distinctive likenesses thereof are the exclusive property
of SCG Power Rangers LLC. All Rights Reserved. Used Under Authorization.
TABLE OF CONTENTS
Chapter 1: Introduction 4
What is a Jump Through Time? 5
Time Travel in Essence20 6
Time Travel Moments in Power Rangers 7
Enforcing Spacetime Law 13

Chapter 2: Character Options 16


Influences 17
Origins 25
Roles 29
Expanding Skills for Time Travel 46
Perks and Grid Powers 53

Chapter 3: Tools Through Time 62


Equipment 63
Vehicles 70
Zords and Zord Features 82

Chapter 4: Morpin’ Across the Ages 106


Time Travel 107
Across the Time Stream 115

Chapter 5: Threats 130


CHAPTER 1
INTRODUCTION
“Time and space heal themselves up around them and people simply remember a version of events
which makes as much sense as they require to make.”
—Douglas Adams, English Author

WHAT IS A
JUMP THROUGH TIME?
Power Rangers: A Jump Through Time is an who can travel within it, and this sourcebook makes
expansion sourcebook full of new rules and it easier to take part in those aspects in your games.
information that explore the countless options in Even if your Power Rangers game campaign
time travel adventures. Whether finding an ancient doesn’t follow time travelers or explore distant eras,
warrior hurled forward into the modern era to fight this sourcebook adds new character options for any
evil, or a complete narrative arc that crosses the Essence20 Roleplaying System game. New Origins,
timespace continuum into different eras of history, Influences, Skill Specializations, General Perks,
this sourcebook gives players and GMs of the Power and Grid Powers can apply to many campaigns.
Rangers Roleplaying Game everything they should Specifically for the Power Rangers Roleplaying
need to do so. Game, a Jump Through Time introduces two new
This sourcebook contains many lifetimes’ core Roles: the Orange and Purple hues, giving
worth of helpful information to incorporate into players new ways to start their Power Rangers
your Essence20 Roleplaying System Power Rangers characters. This book also includes the time-shifting
Roleplaying Game campaigns, opening limitless Quantum Ranger as a new Advanced Spectrum Role
doors to action and adventure. Collected within are for characters looking to transform themselves into a
exciting eras for your campaign to visit, important true warrior for righting temporal wrongs.
Power Rangers lore, and characters from various A Jump Through Time would not be a complete
eras. These chapters give GMs and players many sourcebook for the Power Rangers without a host of
ways to interact with Power Rangers history, new example Zords and Zord Features to help them
including how to involve unique and important blast, slide, and warp throughout time and space.
characters in their games.
Finding any new story in a greater narrative comes
Not just a collected source of new information with useful lore, A Jump Through Time adds to the
about Power Rangers history, A Jump Through Time expanding Power Rangers setting with a complete
is a collection of brand-new rules, adjustments to chapter dedicated to statistics and background
existing Essence20 concepts, and alternate ways to information on many new entities to encounter and
play the game that takes time travelers and historic interact with throughout their adventures. Be they
scenes into account. Power Rangers series like Time new Threats, friends, or something of a mix between
Force, RPM, Shattered Grid, and others have shown the two, this book details many new identities to
the power and fun found in time stories and those add to your stories.

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POWER RANGERS ROLEPLAYING GAME

Transwarp Chronomantics,
Respect for Time Wormholes, Time Portals,
Traveling Stories and More!
In Power Rangers, there have been several instances
The Power Rangers Roleplaying Game is
where Rangers, Monsters, or both have moved
intended to celebrate teamwork, fun and
through the spacetime continuum for one reason or
diversity while the Player Characters engage
another. In these examples, there may have been a
in outlandish action. Using real-world history
lot of science-like terminologies and explanations,
can make that a challenge. Before you jump
but there did not need to be any specifics given. In
through time, it’s best to ensure everyone at
a universe with giant Zords, monsters, and magic,
the table is excited about any real-world time
it didn’t take a leap of faith to believe time travel is
periods you choose, whether it’s for an entire
an option.
campaign of play or just one session.
No matter how unbelievable it may be for the
Rangers in each instance, or those created for your
specific game campaigns, the concept of time travel
Time Travel in is demonstrably possible. The narrative can use
any number of given examples that already exist or
Essence20 create new versions to suit the particular story and
situation. What is important for the story is that the
Time travel and manipulating events within Rangers, their mentor, or their allies understand
the spacetime continuum can be tricky and how it works in general terms. Attempting to fully
problematic. In some media sources it can cause realize and quantify the science at the game table
more narrative problems and plot-holes than it is unnecessary. It can also lead to situations where
solves. To avoid time travel creating more problems trying to make it realistic gets in the way of the fun
than it solves, GMs need to understand and plan and excitement of your game sessions.
out how the effects might affect their story in
the long run.
Radical Anomalies Occur
The Essence20 Roleplaying System is designed to
make the most cinematic and flexible fun out of Even with the highest levels of Morphin Grid
each scene the GM crafts with their players. The technology at their disposal, including a massive
cinematic focus makes some interactions between chronologistic computer matrix that maps and
the narrative story and the Essence20 rules less maintains timeline fluctuations, mistakes still
strict than other game systems. Still, it lends itself happen that create radical moments, anomalies,
very well to the fluid and fuzzy concepts of how and potentially catastrophic ripples in time.
time travel could function, what it could be used Some occasionally slip between the cracks in
for, and what ramifications it can have on a game the system, leading to strange happenings and
campaign’s universe. unexpected futures. Typically, this is why agencies
like Time Force exist; to track and eliminate these
While the options are as truly limitless as the temporal mistakes.
imagination, Power Rangers narratives using
Phantom Ranger sightings, temporal fluctuations, Not all of these ripples are true butterfly effect
and many of the Time Force Rangers stories illustrate events leading to drastically different futures by
the time manipulation rules of the setting. The causing a small change in the past. Some are as
following section explores guidelines based on these minor as not being able to meet a person at a
examples to aid GMs when including the concept specific place (“Wes is always here, every time I go
of time travel in your Power Rangers Roleplaying back.”), a minor change to a scene (“Since when did
Game stories. Silver Hills have a professional rugby team?”), while
other events modify major elements (“My name
is Kim, I’m the leader of the Power Rangers. I am
Angel Grove’s Red Ranger.”) These sometimes-subtle
changes are exactly why time travelers do their best

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WELCOME TO THE UNIVERSE
1
to maintain historic events and leave little evidence • Power Rangers S.P.D., a timeline where earth
of their coming. Despite all its power, advanced becomes the headquarters for an intergalactic
time travel technology can’t anticipate the chance a police force, and
traveler breaks something or interacts with someone • Power Rangers RPM, an alternate future where a
who could benefit from meeting them in the past. sentient computer virus has hurled earth into an
However, how these instances occur and in what apocalyptic ruin.
capacity they alter the continuum is up to the GM These classic stories and seasons use time
and the narrative they want to create with their time travel and alternate timelines to great effect, and
travel stories. so can you!

Spacetime Fluidity Time Travel


Moments in
Time is always moving forward. Even key moments
considered fixed or integral to future events are still
part of flowing spacetime energies in and around
all things. Unless something has managed to break Power Rangers
quantum physics, which is possible in the world “Dimitria! The universe’s greatest evils will join
of Power Rangers, time itself is perpetual. Some forces to destroy the Earth and the entire universe!”
theories describe how to alter the flow of time,
—Blue Senturion, “The Millennium Message”
slowing it down or speeding it up, but actions taken
throughout spacetime are never made in a vacuum. The universe is a brilliant, living thing. Since it came
into existence eons ago and the universe settled into
Just as nature abhors a vacuum, spacetime fights
its current shape, the flow of time has continued
against anything that might change or hinder
uninterrupted. Some believe that the flow of time
its flow. Terms like temporal erosion, spacetime
goes back further than the dawn of the universe,
entropy, and continuum cohesion attempt to
while others believe that time, as a universal
describe and define how this works, but the concept
constant, has a clear beginning and end. What is
is easy: the spacetime continuum eventually finds
agreed upon is that the flow of time is like a river.
a way to set things right. Whether that means
It can shift, it can be blocked, and in some cases,
replacing one individual with another, removing an
it can be changed but usually with devastating
anomalous obstacle from progress, or creating new
consequences for the rest of the universe.
futures for elements that should not exist, space-
time will ultimately repair and maintain the flow of At the dawn of the universe, great empires rose
events as they are supposed to unfold. and fell before mankind dawned on planet Earth.
Wonderous kingdoms of light warred with galactic
Alternate Timelines and warlords and cosmic threats that sought to dominate
the galaxy eternally. Some threats succeeded and
Parallel Universes dominated the universe for eons, while others were
In some rare instances, major events or participants in overthrown, and the universe saw justice and light
a temporal anomaly are so drastic and influential that once more.
an entirely different timeline can occur. Similar to the And others never existed at all.
creation of an alternate dimension, these instances
move forward parallel to the original timeline, but
any number of aspects could be different.
The Central Braided
These differences allow GMs to build unique
Timeline
worlds and campaigns within the Power Rangers While certain events are constant in the time
Roleplaying Game. Many cherished stories take stream, an effort by travelers can change the
place in similar, what-if timelines, like surroundings and how circumstances will play out.
These events have built upon themselves to develop
• Shattered Grid, a timeline where Tommy Oliver
the timestream we know today. The Eltarians refer to
was never redeemed by his friends and became
it as the Central Timeline and work with their agents
a multiversal villain,
alongside the Time Force to preserve it.

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POWER RANGERS ROLEPLAYING GAME

The temptation to affect significant change


through the time stream is so great that even the
most heroic champions of the galaxy have felt the
Your Story and the
urge to give in to it. It is difficult for heroes to see
tragedy and want to avert it, but changing time
Central Timeline
is no simple thing. While Zordon could spend While Power Rangers as a setting tends
hours explaining the complexity of time travel to to depict themes such as fate and destiny
his Rangers, the most straightforward metaphor as absolutes, that does not mean for your
for changing the Central Timeline is to imagine it campaign that you are not allowed to make
as scooping water out of a pond with your hand. changes to history if it helps tell your story.
It may seem like a simple change, but even the You may decide that the Green Ranger never
smallest action may drastically change the future rejoins the Rangers after being freed from
and can be unpredictable. Rita, which has had huge repercussions
The potential for drastic and unpredictable throughout history. Your players may find a
changes is why the Eltarians have adopted a strict way to ensure that the Machine Empire never
policy of minimal intervention with the time stream. forms and rid the galaxy of a massive threat
In the Eltarians’ view, certain events must not occur, before it even begins. Time travel is a tool to
while others can play out. When the United Alliance help you tell your story, and like any good tool
of Evil conquered the galaxy during the Millennium, can be used for a variety of tasks.
the Eltarians sent the Blue Senturion back in time
to warn the Turbo Rangers so they could try to stop
it from occurring. When Tommy Oliver’s clone Tom
was left behind in Colonial America, the Eltarians Battle of the Eons
deemed the event harmless enough that it did not In the future, an alliance of powerful warlords and
require intervention. conquerors set aside their differences and attempted
The Central Timeline is not an absolute construct, to take over the known universe. They disregarded
but the Eltarians and other powers fear that they old treaties and oaths to avoid tampering with the
will produce a much darker and grim reality if they time stream and set about reshaping existence to
tamper with it too much. After all, if the current flow their whims by weaponizing time itself.
of time led to the great forces of the Power Rangers Countless timelines were overridden, recycled,
saving the universe on multiple occasions, it would or lost as endless battles raged across the cosmos.
be too risky to try to make changes that may ensure Armies of Mutants, individuals deemed genetically
that the Rangers never come to be. inferior from birth, from the future and Orgs,
Sadly, certain events have become so central demonic beings who desired to exterminate
to our current reality that they cannot be shifted humanity, from the distant past collided with
or changed. Bound by their oaths to the Central Rangers from all eras. Entire empires sprang into
Timestream, the Time Force and other groups must existence only to be erased by simply moving a cup
sometimes watch great calamities rather than of water or preventing a scientist from discovering a
intervene to prevent them. For instance, Zordon cure for a disease. Together, the forces of light and
becoming banished into a time warp may seem the Eltarians restored the Central Timeline.
unfair to some, but considering his sacrifice would At the end of the war, there was still much to
lead to unleashing a great wave of positive energy do. Leaders banned time travel and established
centuries later is essential for preserving the galaxy. the Time Force to hunt down errant time travel
The forces of evil did try to seize control of the devices and known violators. Time Force would
Central Timeline in one grand endeavor. At some go on to work with Rangers of all eras and outside
point in the distant future, the great powers of the agencies such as the Intergalactic Police Force to
universe fought in a conflict that would have far- crack down on temporal anomalies and criminals
reaching consequences. seeking to abuse time. To prevent abuse within
their ranks, the Time Rangers use DNA-locked
Chrono Morphers. The DNA lock ensured only
specific Rangers could travel the time stream, and

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WELCOME TO THE UNIVERSE
1
the Morpher also worked to monitor how often
they traveled through time.
That is not to say that the Time Force is always
successful in preventing others from traveling
through time. They cannot catch every time traveler
and cannot interfere if doing so would cause more
temporal anomalies. In some cases, an individual
traveling through time has become pivotal to
the normal flow of time, and stopping them may
cause more damage to the timestream.

Historic Battles
in Time
Across the timestream, several pivotal moments
occur that ensure that the future takes the shape it is
supposed to.

The Eltarians
Formidable champions of good, the Eltarians have
protected the galaxy for eons against threats such as
Dark Specter and his legions, the Machine Empire,
and Ransik’s Mutant warriors. The Eltarians possess
access to impressive magic and formidable technology,
making them one of the mightiest forces in the
cosmos. Though Dark Specter’s forces have conquered
their world, they have always managed to free
themselves and oppressed people across the galaxy.
While the Eltarians are capable of time travel, they
do their best to limit tampering with the Central
Timeline unless absolutely necessary. Though they
dare not speak of it, the Eltarians came perilously a holographic recording of the last battle with the
close to disrupting their timeline with their actions United Alliance of Evil to the Blue Senturion.
and have seen firsthand the dangers others have
caused. They know that should they attempt to A member of the intergalactic police force, Blue
control the time stream rigidly, too tight of control Senturion was a powerful robotic guardian sworn to
can risk eradicating everything they have done. uphold the law and protect the innocent. Possessing
powerful abilities and a Zord that made him the
The last time the Eltarians attempted to interfere equal of the Power Rangers, the Blue Senturion
on a grand scale would be the Millennium Message realized the grave nature of the Millennium
incident, which had mixed results. Message and swore to deliver this information to
the Turbo Rangers in an attempt to stop this event
The Blue Senturion and the from happening. Unfortunately, the stress of time
Millennium Message travel caused his spaceship to explode shortly after
entering the 20th century. Pirate Queen Divatox’s
Towards the end of the 20th century, the United forces recovered him and forced him to fight the
Alliance of Evil threatened to conquer the universe Turbo Rangers. Though the Turbo Rangers managed
after setting aside their petty squabbling and uniting to rescue Blue Senturion, the damage scrambled
to destroy their enemies. Sensing that this alliance many of the robot’s memories, including how the
would crush the forces of good, the Eltarians gave Rangers could prevent the future catastrophe.

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POWER RANGERS ROLEPLAYING GAME

Blue Senturion, realizing he could not return home, Ranger, his assistance was invaluable in avoiding an
decided to stay in 20th century Angel Grove and apocalyptic fate for humanity as together with the
assist the Turbo Rangers in arresting Divatox and her S.P.D. B-Team, they stopped the Troobian Empire
monsters. This hero would later make a valiant last and saved the galaxy.
stand with the Phantom Ranger against Dark Specter’s
forces, though Zordon’s energy wave saved them both.
Holes in the Fabric of Time
There are multiple travel methods through time, but one
Ransik and the Time Force of the easiest ways is to exploit rifts in the time stream.
Rangers Lord Zedd managed to build a time portal that took
By the 30th century, most crime had been advantage of one such weakness in the timeline to
eradicated, and many diseases were cured by attempt to wipe out Angel Grove in the 1880s. His
genetic engineering. The genetic engineering was time portal was unstable but managed to exist long
not foolproof, and either by accident or cruel enough to send Goldar, a platoon of Putties, and his
design, the imperfect and the monstrous were new monster Needlenose to try to destroy Angel Grove
branded Mutants. These outcast Mutants organized and prevent the Power Rangers from ever forming.
several uprisings but were nearly wiped out, and While some time rifts were the result of direct
peace finally returned to Earth. One of the last great intervention, others appeared to happen randomly
Mutant armies, Ransik, escaped from prison and without any clear sign of what caused them. When
traveled back to the 21st century, where he intended Carter Grayson watched his teammates die in battle
to rewrite existence so that Mutants would become with Olympius and Mantevil, he had little time to
the dominant life form on Earth. grieve his fallen comrades as he was pulled through
Ransik killed Alex, the Red Time Force Ranger sent a time warp one day into the past. He managed
to arrest him, and Ransik nearly succeeded in his to save his teammates by utilizing his advanced
dastardly plan if not for the timely arrival of Alex’s knowledge of the day’s events.
Time Ranger team. Hoping to avenge their friend and
stop Ransik’s plan, the Time Rangers illegally traveled
back in time to stop him. Unfortunately, once they
The Wizard of Deception
arrived, they realized their Chrono Morphers would The Wizard of Deception, a powerful villain capable
not function without a Red Time Force Ranger who of incredible feats of magic, can turn illusions into
shared similar DNA to its original owner. After reality and travel through time under his own power.
recruiting Alex’s ancestor, Wesley Collins, to be their At the request of his master, the Ghost of Darkness,
new Red Time Force Ranger, the team was able to foil he lent his assistance to Rita Repulsa and Lord Zedd
Ransik’s plots. After Ransik realized the error of his so that they could destroy the Power Rangers once
ways, he eventually surrendered to the Time Rangers, and for all.
who returned to their home era. The Wizard used his magic wand to create a clone
of Tommy Oliver, then trapped the rest of the Power
Space Patrol Delta and the Rangers almost 300 years in the past in American
colonial times, where they could not access the
Omega Ranger Morphin Grid and their powers. His plan almost
In 2040, a Space Patrol Delta division experimented worked, but Tommy stole away the Wizard’s wand
with a time travel method to assist their counterparts and traveled back to Angel Grove, where he rescued
back in 2025 in their fight against the Troobian his comrades.
Empire. Unable to send a whole individual back in The Wizard of Deception returned many times
time to that era, they were instead able to convert over the eons and often bartered his magic to those
a host’s body into a ball of pure energy that could seeking to travel through time to make their mark
survive the time travel process. Sam, a member on history. Though the Wizard of Deception was
of S.P.D. who the S.P.D. had rescued years ago, eventually destroyed by his own wand, the Time
volunteered for this procedure so that he could Rangers and other groups would have their hands
save the 2025 Rangers with his knowledge and full fixing all of the damage he enabled.
advanced technology. Appearing as the Quantum

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WELCOME TO THE UNIVERSE
1

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POWER RANGERS ROLEPLAYING GAME

When Alphabet Soup kidnapped Doctor K, Venjix


Sorcery and Time offered to help her escape. Doctor K agreed to
allow Venjix to help but only if she could supervise
Chronomantic magic can make almost its efforts. Unfortunately, an attack by Alphabet
impossible changes to reality at a moment’s Soup distracted Doctor K long enough for Venjix to
notice. While some forces must use advanced escape from his confinement and upload himself
technology, take advantage of temporal rifts, into computers across the globe.
or other methods to travel through time, Doctor K thought she purged the internet of
certain spells and artifacts can also enable Venjix’s presence, but the cunning computer
time travel. Using sorcery to travel through program went into hiding. Venjix bided his time as it
time may be the preferred method for some slowly grew stronger, and his digital talons worked
travelers, but magic usually comes with a their way into sensitive systems across the globe.
hidden cost. It can occasionally be more
unreliable, if not dangerous.
The Last War and the Last
City
The Venjix Virus As Venjix slowly assimilated the digital infrastructure
across the globe, it used automated factories to
In the early 21st century, a vicious overlord nearly begin creating soldiers and vehicles that would
conquered the Earth, but instead of coming from be the vanguard of its armies. By the time Doctor
the stars, Doctor K made it with the best intentions. K discovered that Venjix had survived, it was too
Known as the Venjix Computer Network or Venjix, late. Venjix was everywhere, and he utilized his
as he would later be known, this robotic villain influence to cripple the world’s defense systems.
reduced the planet into a wasteland. At the same Missile networks refused to fire, and automated
time, his army of Grinders and other mechanical defense drones turned on their controllers.
minions hunted humankind across the globe. Humanity attempted to mount a defense, but after
repeated defeats, they saw their cities reduced to
Doctor K and a Hope for the rubble one at a time.

Future Soon the surface of the planet had become


devastated by warfare. Atomic weapons obliterated
Doctor K was one of the foremost researchers of the ozone layer and killed much of the planet’s
her time. Thanks to her breakthroughs in computer vegetation. With most of humankind wiped out,
programming and bioelectric field manipulation, the few survivors gathered in Corinth, the last city
she created generators capable of powering cities that had yet to fall to Venjix. As the last, best hope
and revolutionized quantum computing. Many for humanity, its citizens defended Corinth with a
sought to use her creations for the betterment of network of defensive systems, including a nearly
humanity, but the terrorist organization, Alphabet impenetrable golden dome that repelled Venjix’s
Soup, sought to use her designs for evil means. forces when they tried to break through.
Doctor K created Venjix to help her with the Doctor K lamented that she created Venjix, and
problems of her time, but Venjix did not enjoy the she believed she was the cause of the world’s
limits she imposed to keep him inside a computer destruction. The Doctor realized she could also be
program. Realizing that he was capable of so much the solution, and she dedicated herself to finding
more, he repeatedly begged Doctor K to allow him a solution: the Ranger Operators. Doctor K used
to access the internet and expand his knowledge a her research into the Morphin Grid to develop a
thousandfold. Doctor K didn’t trust Venjix to access team of Power Rangers who possessed a temporary
so much information early in his development connection to the Morphin Grid. Though they
and tried to counsel her creation that patience needed to recharge frequently, the Ranger
was a virtue. But quietly, Venjix plotted to gain his Operators were able to save the city of Corinth on
freedom. Realizing that Doctor K was standing in numerous occasions.
his way, it waited for the most opportune moment
to escape.

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The war with Venjix saw the Ranger Operators After the conflict of the time stream ended, the
triumph over the mechanical overlord, though great powers of the universe met to discuss what
this would not be the end of Venjix. The clever should happen next. They all agreed that time
AI secreted himself into another band of Ranger’s travel was a technology that was too dangerous to
Morphers, where it would return to plague be left for others to use indiscriminately. For every
humankind. The people of Corinth were freed from historian or researcher who hoped to use time travel
the vicious digital overlord and breathed easier to study the past, countless more sought to use it to
without the constant threat of invasion. With Venjix corrupt, change, and overwrite key eras in history
out of the picture, the people of Corinth dedicated so they could profit from it. On the other hand, the
themselves to rebuilding their world. Doctor K swore Millennium Message proved that the forces of good
that she would never again allow her creations to could use time travel to save countless lives from
cause such widespread misery and destruction. destruction. Despite the opportunity to do good,
misuse of the time stream could create paradoxes
that threaten to erase all of time if left unchecked.
Alternate Timelines The great powers realized it was clear that just as a
city or a planet needed it is own guardians to keep
Thanks to the events of Power Rangers RPM, them safe, so did time.
the timeline that produced the Venjix Virus era The Time Force splintered off from S.P.D. in the
was undone. Though the Venjix timeline still year 3100. While S.P.D. had utilized time travel
exists as its separate reality, the main timeline technology before to send much-needed weapons
of Power Rangers continuity continues and Zords to officers needing assistance in earlier
without further interference. eras, they had no clear guidelines for enforcing
GMs may decide to continue their stories in infractions against the time stream. Utilizing
worlds created by alternate timelines or even information from the Omega Ranger project, Time
use that as the focal point of trying to return Force created specialized Morphers called Chrono
the timeline to normal. Just as the Ranger Morphers, which could allow the Rangers bonded
Operators crossed over with others, your players to them to travel through time. To ensure that others
can encounter Rangers from all eras, including could not abuse them, the Chrono Morphers bonded
alternate timelines that no longer exist. to a specific DNA pattern and only unlocked for
time travel with explicit permission.
Empowered by the Morphin Grid, Time Force

Enforcing Power Rangers can operate in different eras.


While some Rangers find that their powers begin
Spacetime Law to wane or, worse, cannot function outside of the
specific eras that their powers are based in, Time
Some Rangers teams dedicate themselves to a single Force Power Rangers can draw upon their powers
goal, such as guarding a city, a planet, or even an regardless of when they are. The Time Force Power
ideal. Others, like the S.P.D. and the intergalactic Rangers’ Zords are stored in special quantum
police force, seek to protect our galaxy, or even tunnels so that the Time Rangers can summon them
multiple ones, from cosmic threats that wish to to the era that they are in.
consume the entire universe with fear and terror.
The conflict for the Central Timeline showed an
even grander battle to be fought, threatening not just
the universe but the universe throughout eternity.

13
A JUMP THROUGH TIME
POWER RANGERS ROLEPLAYING GAME

Time Force is not just the Time Force Power Time Force holds itself responsible for enforcing
Rangers. It is an organization comprised of law across the time stream, but this does not mean
hundreds of civilian staffers whose duty is to help others universally recognize their authority. A
monitor the time stream for any disturbances that sheriff operating out of 22nd-century Texas may
require outside assistance. Watching all of time is no not appreciate strange travelers who have appeared
easy task, as the scope of studying the time stream is out of nowhere to arrest a citizen and accuse him
massive. Even with the most advanced technology, of tampering with the time stream. Time Force
Time Force Agents can sometimes only get the recognizes that while they have an essential duty to
faintest glimpse of a particular moment in time. perform, they know it is best to do so quietly. Rogue
The Time Force Department of Chronal Research scientists and Mutant warlords are often captured by
is constantly developing new technology to assist the Time Force and transported to the 31st century,
the Time Force Power Rangers in their duties. where they can be prosecuted and imprisoned if
Researchers discovered that time is not always their crimes are severe enough.
constant, and certain paradoxes can cause it to Time Force cannot always assist across time, even
behave differently. A reliable time travel device that to those who know of their existence. Unless a time
has worked solidly for years may suddenly backfire traveler’s existence is particularly disruptive to the era
if exposed to sorcery, while a wormhole that they find themselves in, it is unlikely that the Time Force
deposits travelers into a specific era may find that its Power Rangers will be aware of each person traveling
exit point keeps shifting around a planet. Studying through the time stream. Should someone become
time can be dangerous for the researchers, and stranded in the distant past, it is often on them to find a
exposure to tachyons can cause its victims to age way back to the present, as Time Force may be too busy
or de-age rapidly. Time Force Power Rangers’ suits dealing with an even more disruptive event.
protect them from most of the dangers of time travel.
Crime Across Time
Purposely Vague Though Time Force sounds like it is an agency with
authority to do what it pleases to protect the time
Time Force as an agency has as much stream, there is often little it can do. Certain events and
power and influence as the GM wishes them people are too important to arrest and transport into the
to have. While it would be easy to have an future for holding. While it would make things much
omnipresent agency in the far future to be simpler for the citizens of Angel Grove in the 90s if the
able to tell the players every specific detail of Time Force imprisoned Rita Repulsa and her Evil Space
a mystery, this can ruin the fun for those who Mutants in the 31st century, their presence is needed for
are hoping to figure things out for themselves. subsequent events to play out and lead to the creation
Time Force can be an excellent story tool to of Time Force. The Time Force also polices itself, sending
give glances at the problem if it suits the story agents to prevent calamity when enforcement teams
or perhaps a good use for a team spending accidentally tamper with the fabric of time. Often this
Story Points to get aid when wholly stymied. means they assist the Rangers of other eras in defeating
enemies before the Time Force destroys the time travel
device that made it possible.

14
WELCOME TO THE UNIVERSE
1
Since the technology to manipulate time is more the Eltarians have spent countless eons on the side
prevalent in the 31st century, it is easier for Time of good and, through their allies, such as the Power
Force to imprison threats and prosecute them Rangers, continue to be a force of light.
accordingly. When Ransik went into the past to Though they possess advanced technology and
attempt to rewrite the future to ensure Mutants a strong connection with the Morphin Grid, the
were no longer discriminated against, the Time Eltarians have sworn not to misuse their powers
Force Power Rangers could return to their era when it comes to time. Despite all of their
with him instead of leaving him trapped in the knowledge and experience going back millennia,
past. Specific individuals, such as doppelgangers the Eltarians know that interfering with time can be
created by paradoxes or entities which seem to dangerous even for beings as powerful as they are.
exist outside of the time stream, must be removed
from the era they are in so that the normal flow of Though few Eltarians will speak of it, there was a
time can resume. It is up to Time Force’s civilian moment in their history when they attempted to use
researchers to help the Time Force Power Rangers time travel to avert a great calamity that was even
determine the best course of action, though this more dangerous than the one they tried to prevent
is often not as easy as it sounds. Often the team with the Millennium Message. The Supreme Guardian
will have to rely upon their commanding officer, declared that the Eltarians would use their impressive
usually a captain, who is in command of their knowledge and abilities to try to avert the danger from
precinct and takes on the responsibility of deciding happening despite the many warnings his advisors gave
what to do next. him. Though the Eltarians thought they had somehow
averted this crisis, they set in motion a series of events
A strange phenomenon known as a Predestination that scarred the time stream and threatened to change
Paradox also happens throughout the time stream. the course of history wildly. Though the Eltarians could
Time Force does its best to keep technology reverse their changes, they saw the danger that time
and artifacts from appearing in different eras to travel represented and declared that in the future they
prevent temporal paradoxes from occurring. These would only use it in the gravest circumstances when the
paradoxes can cause ripple effects through the universe’s safety was at stake.
time stream, leading to eras colliding, causing
strange monsters to appear, and creating other The Eltarians view time travel with great caution.
unpredictable results. Eltarians forbid their allies from interfering with time
as much as possible. When they encounter beings
Certain cases exist where individuals or pieces of who have traveled across time, they try to help them
technology are meant to travel through time. These return to their native time period. Zordon of Eltar
events do not trigger paradoxes around them but has had the most contact with beings from different
encourage paradoxes if they are corrected. A Zord being periods and knows well the dangers that can
sent back in time may drastically change the outcome happen if the time stream is not corrected.
of a battle, encouraging foes to create and recruit more
drastic monsters that require that Zord’s continued Though they possess knowledge of time travel, the
presence. The same goes for specific individuals, Eltarians do not maintain the same mastery over it as
such as the Omega Ranger, whose presence helped they do with creating Power Rangers. When Zordon
the S.P.D. achieve victory. Their presence became an was trapped within a time warp, the Eltarians could
essential part of the period they traveled to and sending not break him free due to the dangers it represented
them back to their own time would have caused further to him. Though they can sometimes view changes
disruption to the time stream. to the timeline through their Viewing Globes, their
ability to pinpoint precise moments in time can
still give them only vague glimpses of what danger
Eltarian and Temporal looms on the timespace continuum. With the
Anomalies Eltarians being wary of developing their time travel
As guardians of the universe, the Eltarians have technology further, they have chosen to accept the
sworn to use their powers to protect the innocent limitations of what they can do and rely upon their
and champion justice against those seeking to allies and their Rangers for assistance with matters
dominate and destroy. With their soldiers fighting a involving time travel.
seemingly endless war across the known universe,

15
A JUMP THROUGH TIME
CHAPTER 2
CHARACTER
OPTIONS
Influences beloved character but should always be ready to
include them in scenes involving you. You will
Power Rangers are called upon by the Morphin surely need them around from time to time.
Masters and the Morphin Grid itself to defend it
and serve the forces of good for many reasons. INFLUENCE PERK
For some of its champions, the Grid seeks out When you take actions to protect or keep your
worthy individuals from the expansive infinity beloved from harm, you are inspired and have a
of spacetime to fill these roles. A wide variety of bottomless well of tenacity. In any scene where you
personalities, cultures, and momentous events act on behalf of your beloved’s desires, safety, or
help shape would-be Power Rangers, such as the guidance, you may choose to gain 1 or remove
options included here. These Influences can work Snag from one Skill Test per turn.
for any Essence20 Roleplaying System characters, time
travelers or not. HANG-UP (MANDATORY)
Your beloved is so close to your heart that your
Mandatory Hang-Ups ability to function breaks at a core level anytime
they suffer. If any harm or intense hardship falls
Some of the Influences found in this chapter have upon your beloved, you lose the ability to re-roll
unique benefits that might seem to outweigh dice using Story Points until you right the situation,
other Influences found in this and other Essence20 avenge them, or otherwise deal with the emotional
publications. To balance these out, they come with trauma. The GM has the final say when this period
significant Mandatory Hang-Ups, which you must passes or when the emotional penance ends.
take even if this is your first Influence.
SUGGESTED CHARACTERISTICS
Beloved This Influence is a wonderful tool for players to
flesh out their off-camera lives and strengthen
You have someone you are attached to emotionally
their relationships with the setting and narratives
that roots you in their life and makes you want to
around them. GMs can create entire plotlines using
be around them as much as you can, help them
the beloved as a target for the villains, a source
whenever able, and always gives you a reason
of heartfelt inspiration for the heroes, or perhaps
to press on despite all odds. Unlike a simple
just a familiar voice to come home to after a long
infatuation, your feelings for this person are deep
day of fighting evil. While it can be easy just to
and genuine, and your partner shares them. This
put the beloved in distress, giving the character
person is your true love, and it is a connection that
something to stand up for or against, there are many
is stronger than the passing of time itself.
storytelling opportunities when a character has true
When you choose this Influence, you need to love within them.
create your beloved’s identity, personality, and
collective existence. The GM can choose whether
or not to draft a complete set of statistics for the

17
A JUMP THROUGH TIME
POWER RANGERS ROLEPLAYING GAME

TABLE 2-1: BELOVED BOND Chronicler


D12 BACKGROUND BOND A lot happens in the universe, and you have decided
1 I want my friends to find love as I have. to make sure it gets recorded and chronicled for
2
I made a mistake with my beloved a while back, future use and learning from that which has gone
and I’m still making up for it. before. Chronicler characters often want to be
I can’t stop quoting my beloved’s jokes, stories, where the action is, witness history as it happens,
3
and anecdotes.
and go where the most exciting events occur. Once
Fighting evil is fulfilling, but I would give it all up if they arrive, Chroniclers monitor their surroundings,
4
they asked me to.
take note of everything happening, and create or
I try to talk to my beloved daily, and I get maintain collected data.
5
withdrawn when I can’t.
My beloved doesn’t know what I do, and I’m This Influence can represent many options as
6
afraid of what would happen if they found out. a chronicler. Example options vary from field
It pleases me that my friends can get along with reporters, onsite journalists, and internet vloggers to
7
my beloved. more specific concepts like a neighborhood snoop,
I have loved before, but none have held my heart habitual diarist, or even a time-traveling professional
8
as my beloved does now. witness. Whatever the reason you made it your
If it means sparing your beloved some stress and goal to monitor and record everything important
9 emotional damage, you will keep your distance happening around you, there is a lot to learn from
and suffer in your loneliness.
your collective data.
I know that one day, my actions will put my
10
beloved in danger. INFLUENCE PERK
My beloved wants more than anything to be part
11 You have a knack for recalling specific information
of what I do, and I’m terrified that it will happen.
I would hurl myself into certain doom for them,
you might have collected over time. You gain Edge
12 but I silently question if my beloved feels on any Culture (History) Skill Test to recall a fact
the same way. that could have been part of your chronicled data
collection. If you have access to your recorded
information, you can re-roll any Skill dice
during the Test.
LOVE KNOWS NO HANG-UP
BOUNDS OR LIMITS There can be a thing as having too much
No one knows the limits of the emotional information, and you can sometimes get caught
ability beings can have. Characters can up in analysis paralysis when confronted suddenly
potentially cherish multiple beloved people in about a topic. After failing any Skill Test about
their lives, new instances of love that appear accessing your chronicled information, you gain the
later in life, and retain these strong feelings Impaired Condition for the next minute.
for them beyond their mortal existences. SUGGESTED CHARACTERISTICS
Because of this, characters that somehow Start by determining exactly why you became a
lose their beloved can find love again, and chronicler of information, how you store your
characters can maintain multiple beloveds recorded data, and what you plan to do with it. Are
at once. As this widens the scope of who the you part of an organization that is documenting
character is inspired by to the same degree that history in the making? Is this the backbone of some
they must deal with the ramifications of them era-spanning movement or a re-programming of
coming to harm, the GM should work with a quantum-actualizing computer mainframe? Or
the player to best define how their beloved or maybe you have a wall-to-wall collection of “On
beloveds personally function for them. This Day in My Hometown” journaling notebooks.
These are good pieces of characterization for you
that will be a large part of how you acquire and
what you do with the events you chronicle.

18
CHARACTER OPTIONS
2
Handler
Animals are your friends. Or, at least, you know
all the best ways to encourage them to act friendly
and get along with what you need them to do. This
Influence shows your connection to beasts of all
sorts, connecting you with them in the same way
a sheepdog connects to their flock. You know your
relationship isn’t supernatural. Your body language,
demeanor, and vocal expressions all speak to
the animals.
You are skilled at making animals perform tasks.
Mundane examples of this Influence include
ranchers and cattle, shepherds and sheep, and
canine trainers and dogs. There can be much more
obscure versions, ranging from dinosaur wranglers
and griffon riders all the way to pack masters of
alien creatures.

INFLUENCE PERK
You have a solid and well-practiced talent for
steering the will of animals. Whenever using the
Animal Handling Skill to impose suggestions or
commands onto creatures of ordinary animal
intelligence, you receive a 1 bonus. If you care
for these animals frequently, such as a shepherd’s
TABLE 2-2: CHRONICLER BOND flock or a stable hand’s horses, this bonus
D12 BACKGROUND BOND increases to 2.

1
I loathe secrets and will not rest to uncover them HANG-UP
when I find one.
I know I have a great memory, but I still physically Dealing with animals can make you forget the
2 more subtle efforts required in polite society. Unless
record things to be safe.
I know a little about a lot of things, but I know you can clean up and prepare yourself, the first
3
everything about my favorite topic. Social-based Skill Test you engage with members
I’ll travel to great lengths to witness of particular cultures or members of society
4
something exciting. suffer Snag.
I know that I’m quiet sometimes, but it is because
5
I’m always watching and listening. SUGGESTED CHARACTERISTICS
History and learning from it is the key to It can be easy to say, “I’m good with animals,” but
6
my success.
a Wrangler should try to choose exactly why they
I get a feeling of superiority anytime I explain some are so good with animals and how they decided
7
obscure fact.
to wield that aptitude. If playing a character from
I love to teach others about things through
8 a different era than the modern day, more, and
anecdotes and metaphors.
potentially better, options might be available. Still,
I am precise and meticulous in cataloging my
9
findings, but my system is my own.
there are career choices and practicing reasons
even in the future that aren’t always just zookeepers
My patience wears thin for those who refuse to
10 and professional farmhands. You should tailor your
listen and plan things out.
I collect old texts, books, and similar research
character’s experiences so that your character’s
11 skillset and life choices align with being a Wrangler.
materials.
I focus on a specific kind of event to monitor
12 because I’m looking for anomalies in how they
transpire.

19
A JUMP THROUGH TIME
POWER RANGERS ROLEPLAYING GAME

TABLE 2-3: HANDLER BOND Local Legend


D12 BACKGROUND BOND You are well-known, almost famous, in your local
1 I often like animals better than most people. area. Whether it is from something you did, refused
2
I find myself talking to my animals as if they to do, or you happened to be in the right place at
might one day respond. the right, (or wrong!) time, people consider you a
3 My life has always had animals by my side. Local Legend. Storytellers, chroniclers, or journalists
If any of my animals don’t like you, I won’t of the time cannot help but share your story, take or
4
trust you. draw pictures of you, and spread the word of your
5
I prefer to live away from large groups of people. deeds. Anytime someone looks you up, what makes
They give me the creeps. you locally famous overshadows almost everything
When I have a secret that I just cannot keep else you do.
6 to myself, I tell an animal to take the pressure
off my mind. Possessing this Influence means your story
I don’t care much for the animals I influence. I’ve coincides with a significant event, tethering you
7
simply always been good at doing so. to whatever transpired in some way. Perhaps you
8 I hate to see animals suffer. publicly stood against a considerable adversary,
I feel like I have a connection to the animal gathered the local citizens in an unlikely defense
9 kingdom that goes beyond just being good at against superior numbers, exacted justice when no
instructing it. one else could, or perhaps spoke up against tyranny
10
I occasionally talk to people like they were when no one else would. These epic moments
my animals. attach you to those events and make you a veritable
When I see someone mistreating an animal, it hero in the locals’ eyes.
11
takes everything in me not to fly into a rage.

12
I am often told I am half-a-feral by my attitude INFLUENCE PERK
and social graces.
The local populace, or anyone else aware of why
you are considered a hero to them, treats you with
either the respect or the fear you deserve for it.
When dealing with members of the community
that know what you did to earn this reputation, you
receive a 1 bonus on Intimidation, Persuasion,
and Streetwise Skill Tests.

HANG-UP (MANDATORY)
For every community or group of locals that hold
you up for what you were involved in, some see you
not as the story’s protagonist but quite the opposite.
When interacting with members of a group or
community that would hold what you did in poor
regard, your Deception, Persuasion, and Streetwise
Skill Tests suffer 1.

SUGGESTED CHARACTERISTICS
You might have become a Local Legend for
countless reasons, and that needs to be fleshed out
before you can build the rest of your character’s
story. You may choose or roll randomly on the table
below to help set the stage for your involvement in
an appropriately critical local moment.

20
CHARACTER OPTIONS
2
TABLE 2-4: LOCAL LEGEND This Influence marks you as one of at least a pair
BACKGROUNDS of chronometric anomalies existing in the same
timeline or dimension. The fabric of spacetime
D6 LEGENDARY INVOLVEMENT
connects you to these other versions of yourself, but
1 Fought For Justice
it could be dangerous for you, or even the entire
2 Spoke Out for the Oppressed timeline, if your alternate selves interact too much.
3 Led Locals to Victory
4 Refused Tyrannical Orders
INFLUENCE PERK
5 Exposed a Hidden Villain Whether you want it to happen or not, you are
6 Saved or Rescued an Innocent
connected intrinsically to the happenings and
consciousness(es) of the parts of your particular
TABLE 2-5: LOCAL LEGEND BOND Paradox. No matter how far you are from each
other, if you are on the same timeline, you draw
D12 BACKGROUND BOND
from one another’s experiences and aptitudes. Once
1 I am intensely proud of what I did. per scene, you can use these experiences to act as
2
I am humble and don’t like to talk about what though you have one Skill Rank higher in any single
happened very much.
Skill until the end of that scene. Using this Perk can
I’ve changed my name since it happened, but it cause you to no longer be unskilled but does have a
3
hasn’t helped dull the attention.
maximum increase to a d12 Skill Rank.
My face is in some books and media, but I try to
4 rip those pages out whenever possible. That’s not HANG-UP (MANDATORY)
all that I am!
Nobody knows, but an accident put me in that
Being part of a temporal or dimensional Paradox
5 has its price. Anomalies and fluctuations in
situation. I just made the best out of it.
I am glad I did what I did, but I’m not sure I would the continuum are more common around you,
6
do it again if I had the choice. especially when you tap into your other selves on
I try to avoid getting too much attention. It the timeline. Whenever you or your allies spend a
7
makes me blush. Story Point in a scene you’re in, roll 1d6 on Table
I try to hide it, but I love all the adoration I get 4-8: Continuum Anomalies (see page 113). If this
8
from the people who recognize me. happens during a scene where you used the Paradox
My story has been aggrandized slightly from Influence Perk, you must roll a d10 instead!
9 the real facts, but I don’t correct people who
embellish the story. SUGGESTED CHARACTERISTICS
10 I’ve let my deeds become all I’m known for.
When choosing this Influence, determine why
My story needs to be told. Again, and again, you are part of a paradox. Perhaps you are not the
11
and again.
one that caused the Paradox at all, but rather are
I don’t know what all the fuss is about.
12 Anybody with half a heart or brain would have
the unexpected result of another traveler or visitor
done as I did. becoming unanchored in your era? A technological
mistake or experiment gone wrong could result
in temporal multiplicity. Even a short hop in from
Paradox a skilled Time Force agent who overstays their
You exist in a situation where you or another welcome or goes against orders could be enough to
version of you should not. You are part of a temporal make your paradox. Work with your GM about your
paradox, the result of two metaphorical ripples particular paradox, or allow them to craft that arc in
in the spacetime continuum splashing into one secret and let you uncover its secrets as you play!
another. Whether due to timeline doppelgangers,
accidental wormhole passengers, or unexpected
visitors from the future or past, these things
potentially place you in a position to one day
accidentally run into yourself.

21
A JUMP THROUGH TIME
POWER RANGERS ROLEPLAYING GAME

TABLE 2-6: PARADOX BOND HANG-UP


D12 BACKGROUND BOND When you are halfway cheating the system, you
1 I secretly want to befriend myself. need to have the proverbial poker face if you don’t
I don’t want to tell even my friends about my want to get caught or found out. When others
2
situation. question you, it can be off-putting and raise deeper
I keep a journal detailing the weirdness inquiries. During a scene where anyone asks how
3
surrounding me. or where you acquired your wealth or a piece of
My other or others have tried to contact me on equipment, you suffer 1 on all Social-based Skill
4
several occasions. Tests for one minute.
I would love for things to return to
5
normal somehow. SUGGESTED CHARACTERISTICS
I blame myself for almost anything that goes You aren’t some gutter punk cheat at back-alley
6
wrong around me.
dice or a card-counting savant trying to grift the
7 I still don’t fully understand what this all means. casinos. You use a copious amount of information
I am actively working toward a solution to my by studying past and present events to better
8
situation.
understand and predict, perhaps flawlessly, how
One of my anomalous selves actively hates me you can profit. You must decide exactly how you
9
and always works against me.
manage this. Are you a morally grey time traveler
An expert on the science behind my paradox is who bets on sure things you remember or jot
10
studying me from afar.
down? Are you a master statistician who memorizes
Agents from another timeline want to fix my
11
situation permanently.
patterns to the point you can predict when they will
return? Whatever the case, you should keep in mind
I have received a mysterious warning from my
12 the way or ways your profiteering is your own.
other self, claiming someone is hunting us.

TABLE 2-7: PROFITEER BOND


Profiteer D12 BACKGROUND BOND
You use your knowledge of past, present, and Money is a necessary evil, which is why I do
1
future events to make decisions that will surely what I do.
increase your wealth. With the correct application I’m not eager to talk much about how I make my
2
of knowledge, statistics, and the elimination of wealth, even to those who wouldn’t judge me.
chance, your travels can open up many doors and 3
I justify my winnings because I use the wealth to
fill your wallet! benefit others most of the time.
My friends would probably ask me to stop if they
This Influence generally looks at you as a traveler 4
knew what I do.
who takes predetermined solutions and benefits
5 I really, really hate to lose.
from them. Whether from actual time travel to
I never intended to profit so much from this stuff.
specific events and situations, making the most 6
I’m just really good at winning!
out of knowing how events should transpire, or
I always keep a lucky charm on me, and I honestly
just being a well-informed scholar of chance 7
think that is why I win.
and probability, you know how to profit from the
I don’t take winnings or profits from those less
passage of time. 8
fortunate than I am.
My greatest success has yet to come, but I’m
INFLUENCE PERK 9
planning something big.
When you put your skills and focus to the test, you Someone has caught on to me, and now I have to
10
know the best ways to profit from your knowledge be extra careful.
and aptitude. As long as you have at least six hours Things could get complicated quickly if I don’t work
11
to study, prepare, and arrange for the proper pieces toward my substantial debts.
to be in place for your efforts, you have Edge on 12 I set aside half of my gains for a rainy day.
all Wealth Tests and Skill Tests to acquire monetary
value or worth.

22
CHARACTER OPTIONS
2

Time Displaced INFLUENCE PERK


You have fallen between the cracks of the Wherever you are originally from, you bring
timestream, slid and bounced through the decades something from that era with you. You may choose
or even centuries, and ended up stranded in a one of the following General Perks to represent
completely different temporal era. More than just something, such as an item, an ability, or some
a fish out of water element, or the differences other knowledge you have brought with you from
between kinds of alien beings, you are entirely Time your original time: History Buff, Personal Heirloom,
Displaced. As a displaced character, the difference Savant Skill, or Well Traveled.
between your home time and current time creates
difficult situations for you. For instance, you don’t HANG-UP (MANDATORY)
understand the technology or mannerisms of the Being stuck outside your normal time era is
new era, requiring you to learn how to interact confusing for you and problematic for the entire
and survive in their new place in the space-time spacetime continuum. Anytime you are confronted
continuum. with a Skill Test in a situation you should not be
This Influence is one of the infamous results of familiar with due to your current era, you suffer
time travel and other temporal manipulations. This 2. Additionally, if you are involved in a scene that
state includes past people hurled forward to learn requires a Test for Continuum Anomaly (see page
and adapt to the future, possibly more advanced 113), the die rolled for that Test is one size higher.
times, and those from the far future who returns to
the past and gets stuck. Whether you are actively SUGGESTED CHARACTERISTICS
trying to return to your original time or make a new You came from somewhere, or rather somewhen.
home out of the current one, you are unique and You must determine where and when that is,
special here. Precisely what you will do in this part helping shape you as a character with strengths,
of the timeline time will tell. weaknesses, and personal quirks or habits based

23
A JUMP THROUGH TIME
POWER RANGERS ROLEPLAYING GAME

on the era from which you hail. Depending on


how long you have been surviving in your current TRULY NOT FROM
AROUND HERE
timeline, you might be getting along well enough,
but there will always be the root concepts of your
life learned so differently.
The Not From Around Here Influence in
Choose or roll randomly on the following table to the Power Rangers Roleplaying Game Core
determine your character’s original era. If your roll Rulebook can adequately cover a Time
or choice is in the same era that the campaign takes Displaced person. Still, the rules here are
place in, you are from an alternate timeline where much more specialized and representative of
many things are drastically different. the situation. We suggest GMs discuss which
version is better for their game campaign and
TABLE 2-8: TIME DISPLACED ORIGINAL Power Rangers team, depending on the level
ERA of time travel game effects they wish to have
D8 TEMPORAL ERA to influence it.
1 The Awakening
2 Master Vile’s War
3 Prehistoric Times Time Traveler
4 Medieval Era You are unanchored in time, but this is by design.
5 Dynastic Era As a Time Traveler, you can or have been able to
6 Wild West traverse the space-time continuum with a modest, if
7 22nd Century/Modern
not skillful aptitude, precision, and safety. Unlike an
unexpected traveler, you are aware of your transit and
8 Future Earth
what it could mean to both points in time. You know
the importance of how you interact with temporal
TABLE 2-9: TIME DISPLACED BOND
events, potential ways you can cause anomalies, and
D12 BACKGROUND BOND have a purpose for moving through the eras.
I’m given to long periods of melancholy over my
1
former era.
This Influence represents your position as a skilled
time traveler. When you make or made your travels,
I’m open about where I come from, even if people
2 you had access to technology and information that
don’t believe me.
I didn’t even believe in spacetime travel before I
allowed you to do so with relative ease. You could
3 be the subject of a grand chronometric experiment,
fell victim to it.
I still use a lot of slang and profanity from my a chosen champion of time and space, or maybe
4 even a member of the Time Force!
former era.
I left behind someone special in my former era,
5
and I miss them terribly. INFLUENCE PERK
6
I am utterly enchanted with my new era and can’t Your travels across the time-stream have left you
get enough of its idiosyncrasies. with a wealth of useful information and skillsets
7
My traditions and customs seem very strange to that have surfaced here and there. You have an
people in this timeline. additional, personal way of spending Story Points:
8 I want to go back home. Badly.
• Spend 1 Story Point and choose a Skill. Until the
I had to have been called here for a reason. I just
9
don’t know why.
end of this scene, you cannot suffer a Snag on
Skill Tests using that Skill.
Coming to this time and place fulfilled part of a
10 prophecy or fortune from in my former era, but
I’m scared of fulfilling the rest.
HANG-UP
I am obsessed with something only found in It can be easy to get facts and data mixed around
11
this new era. occasionally when dealing with so many eras,
12 I simply want to fit in if I can. locations, events, and timelines. When you
attempt a Skill Test using a Skill Rank, after any
modifications, of d4 or lower, you suffer a Fumble
on results of 1 and 2 on the d20.

24
CHARACTER OPTIONS
2
SUGGESTED CHARACTERISTICS This section contains seven new Essence20
For any time traveler, even those that may Roleplaying System character creation Origins
have given up the practice and put down roots spawned from concepts appearing in narratives as
somewhere, there has to be a purposeful and old as time and extending into the endless future.
defined methodology for how you travel through While designed around time travel, players can
time. You must decide how you came by this use these Origins in nearly any game style or plot
knowledge and access, whether you are actively structure. The Morphin Grid is as timeless as the
still traveling, and who, if anyone, sent you on continuum itself. If its champions need someone to
your journeys across spacetime. It takes a support be hurled through the eras to defend what is good
structure and proper training to be a time traveler, and right, it chooses the perfect candidate regardless
and you should work with your GM to create all of whether they rise in the past, present, future, or
these details. somewhen else altogether.

TABLE 2-10: TIME TRAVELER BOND Accidental


D12 BACKGROUND BOND You exist in a world where time travel is possible,
1 I enjoy getting fully in character for the era I’m in. and unfortunately, you got swept up in it. One
I know I have made paradoxes, and I hope to second you were living your life, getting along
2
figure out how to fix them. like you always have. Then you found yourself at a
3
My purpose in the continuum has yet to be completely different point in time, possibly even in
fulfilled, I know it. an alternate dimension within the infinite confines
It bothers me when someone doesn’t believe I’m of the space-time continuum.
4
a time traveler.
Whenever I can manipulate events, I can’t help
5
but feel superior.
My travels have me sounding like a know-it-all
6
sometimes.
I can be a little sloppy with my temporal pre-
7
knowledge leaks.
I have nightmares about the concept of
8
paradoxical timelines.
I started traveling to amend some terrible wrong,
9
and I’ve yet to fix the problem.
I don’t mean to, but I often use terms and
10
mannerisms from the wrong era.
I must meditate daily to keep all the timelines I’ve
11
seen straight.
I was a temporal paradox and became a traveler
12
to avoid my other.

Origins
There are many options for variety in character
creation once you look at the expanse of the
space-time continuum. The variants and alterations
possible in the infinite collection of timelines can
create character opportunities that range so wildly
that there isn’t a way to codify them all. Characters
rooted in time travel-based stories can begin in
literally any way, forging unique personalities and
individuals perfect for becoming a Power Ranger.

25
A JUMP THROUGH TIME
POWER RANGERS ROLEPLAYING GAME

Starting Health: You didn’t ask to end up in this Your Origin trained you in one of the following
life, but you’ve learned to live with it and begin Skills. The Skill Rank you increase must match the
with 2 Health. Essence raised by your choice above. You may
Essence Score Increase Options: You may choose a Specialization for the chosen Skill instead
increase any Essence score by 1. of increasing your Rank.

Your Origin trained you in one of the following • Smarts-based: Culture, Science, or Technology
Skills. The Skill Rank you increase must match the Ground Movement: Your base Ground Movement
Essence raised by your choice above. You may is 40 feet.
choose a Specialization for the chosen Skill instead Languages: You underwent significant training
of increasing your Rank. to interact with many cultures. You are fluent in
• Strength-based: Athletics, Brawn three Languages, your native tongue and two
• Speed-based: Driving, Infiltration Languages from different time eras, and one
• Smarts-based: Culture, Survival additional Language for every two points of Smarts
• Social-based: Deception, Persuasion you possess.

Ground Movement: Your base Ground Movement ORIGIN BENEFIT: SPECIAL PROGRAM
is 35 feet. Your creators subjected you to programs, training,
Languages: You never thought about having and stimuli to best prepare you for your continuum
to learn more than what gets you by until you interactions. You may choose any General Perk for
ended up in a different time and place. You are which you meet the prerequisites.
fluent in two Languages, your native tongue and
one specifically from your original era, and one
additional Language for every two points of Social
Driven
you possess. From early in your life, you have always pushed
yourself to overcome your shortcomings, ensuring
ORIGIN BENEFIT: AS LUCK WOULD you can accomplish the tasks you set yourself to
HAVE IT do. This urge to always do and be better than you
currently are, this drive, is what sets you apart
You might have been pulled into this life by from your peers. You always do whatever you must
accident, but fate has you covered in the greater to succeed.
scheme of things. Once per scene, you can re-roll
any single skill die during a Skill Test, but you must Starting Health: Your focus on completing your
abide by the second result. tasks leads to you neglecting your health or well-
being. You begin with 1 Health.

By Design Essence Score Increase Options: You may


increase your Strength or Smarts score by 1.
Adjusting, manipulating, and maintaining the
spacetime continuum takes immense skill, work, Your Origin trained you in one of the following
and planning. One of the best ways to ensure this Skills. The Skill Rank you increase must match the
is possible is to plan every moment of a chosen Essence raised by your choice above. You may
person’s life until they are selected to be part of the choose a Specialization for the chosen Skill instead
process. This special someone is adjusted, trained, of increasing your Rank.
and possibly even scientifically augmented for this • Strength-based: Athletics, Might
purpose. That someone is you. • Smarts-based: Culture, Survival
Starting Health: You were prepared for a life of Ground Movement: Your base Ground Movement
hardship and trials early on and have been made is 35 feet.
ready to deal with them as best as your creators
Languages: You haven’t had too much time to
could. You begin with 2 Health.
focus on your linguistic skills because you have
Essence Score Increase Options: You may been too busy. You are fluent in two Languages and
increase your Smarts score by 1. one additional Language for every three points of
Social you possess.

26
CHARACTER OPTIONS
2
ORIGIN BENEFIT: TRY, TRY AGAIN Your Origin trained you in one of the following
You know you have what it takes to get something Skills. The Skill Rank you increase must match the
done, and you redouble your efforts whenever you Essence raised by your choice above. You may
suffer a minor setback. Anytime you fail a Skill Test, choose a Specialization for the chosen Skill instead
you gain 1 the next time you attempt a Skill Test of increasing your Rank.
with the same Skill in the same scene. • Smarts-based: Alertness, Culture
• Social-based: Performance, Persuasion
Inspiring Ground Movement: Your base Ground Movement
Through your words and actions, you urge people is 40 feet.
around you to greatness. You make others strive Languages: You have interacted with many different
for excellence through stirring speeches, jaw- kinds of people, if only because they flock to you.
dropping combat maneuvers, or even standing You are fluent in three Languages, plus one additional
defiantly in harm’s way. Whether you are trying to Language per three points of Social you possess.
do so consciously or simply a happy result of how
inspiring you are, people around you succeed more ORIGIN BENEFIT: YOU CAN DO IT, TOO!
often when following in your footsteps. Others are always drawn to the inspiration of
Starting Health: Others have always been your successes, helping them achieve their own.
willing to get in harm’s way for you. You begin Anytime you roll a Critical Success on a Skill Test,
with 1 Health. you give a 1 bonus to the first Skill Test each ally
or teammate performs until the beginning of your
Essence Score Increase Options: You may
next turn.
increase your Smarts or Social score by 1.

27
A JUMP THROUGH TIME
POWER RANGERS ROLEPLAYING GAME

Last of my Kind increase your Strength or Social by 1.


During the momentous happenings of the universe, Your Origin trained you in one of the following
there are times when an entire culture, civilization, Skills. The Skill Rank you increase must match the
or species gets wiped out. Whether through war, Essence raised by your choice above. You may
disease, or another event, you are the last or one of choose a Specialization for the chosen Skill instead
a handful of the remaining people of your culture of increasing your Rank.
or species. • Strength-based: Brawn, Might
Starting Health: Hanging on extinction’s edge can • Social-based: Animal Handling, Performance
make someone much more tenacious. You begin Ground Movement: Your base Ground Movement
with 2 Health. is 35 feet.
Essence Score Increase Options: You may Languages: Speaking to outsiders was never
increase your Speed or Smarts score by 1. necessarily something you had to do. You are
Your Origin trained you in one of the following fluent in your native Language plus one additional
Skills. The Skill Rank you increase must match the Language per three points of Social you possess.
Essence raised by your choice above. You may
choose a Specialization for the chosen Skill instead ORIGIN BENEFIT: LOW TECH
of increasing your Rank. PRIORITIES
• Speed-based: Driving, Initiative Being raised in a low-technology era or culture
• Smarts-based: Culture, Survival places a different emphasis on the utility of some
skills over others. You may choose two Skills
Ground Movement: Your base Ground Movement
prevalent in your low-tech upbringing (GM’s
is 30 feet.
discretion). These Skills ignore their first 1 from
Languages: You have had to learn how to rely on any source once per turn.
other civilizations or cultures to help your survival.
You are fluent in two Languages, plus one additional
Language per two points of Social you possess.

ORIGIN BENEFIT: DO NOT GO QUIETLY


It is upon you to try to ensure your people don’t
disappear from existence without a fight. The first
time you face defeat in a scene, you instead return
to 1 Health and gain the Impaired Condition for the
remainder of the scene.

Low Tech
Heroes rise from across the infinite timelines of the
continuum, no matter the level of technology in
their culture or home time. Even though they are
limited to blades, black powder, and possibly even
steam or clockwork at best, heroes still stand against
evil. You don’t let coming from one of these lower
technology cultures stand in your way. Instead, you
lift yourself against the odds and don’t let anyone’s
unsettling advances shake your resolve.
Starting Health: Day-to-day life can be a lot of
hardship and survival without modern technology.
You begin with 2 Health.
Essence Score Increase Options: You may

28
CHARACTER OPTIONS
2
Volunteer power has split and splintered into many different
hues. Over time, the Grid’s energy has shined in
Throughout time and space, there are many many assorted colors and ways.
exceptional individuals who could have enjoyed
safe lives but instead rose to the occasion and This chapter introduces three new Spectrum
volunteered to make a difference. Whether you Roles: Orange Rangers, Purple Rangers, and
answered the call to defend an idea, take up arms Quantum Rangers for new and existing Power
for a purpose, or otherwise, you volunteered to Rangers Roleplaying Game stories. Two of these
serve. Now, following the directives of a leader, new Roles are considered Core Spectrum colors
organization, or other authority figure, you work which can be chosen at character creation in the
to make the world, or even the timestream, a same way as the common Ranger Spectrum Roles
better place. found in the Power Rangers Roleplaying Game
Core Rulebook. The Quantum Ranger, meanwhile,
Starting Health: You have just started your training is a deeply specialized Advanced Spectrum Role
and duties. You begin with 1 Health. accessible only to more experienced candidates.
Essence Score Increase Options: You may
increase any Essence score by 1.
The Ranger Spectrum
Your Origin trained you in one of the following
Skills. The Skill Rank you increase must match the
Grows: New Core Roles
Essence raised by your choice above. You may This book adds the Orange Ranger and Purple
choose a Specialization for the chosen Skill instead Ranger to the existing Core Ranger Spectrums. Like
of increasing your Rank. those first added in the Power Rangers Roleplaying
Game Core Rulebook, Black, Blue, Green, Pink,
• Strength-based: Athletics, Intimidation
Red, and Yellow Rangers, these two new Spectrum
• Speed-based: Acrobatics, Targeting choices are available for any Power Rangers
• Smarts-based: Culture, Technology Character Creation and the Core Rulebook’s
• Social-based: Animal Handling, Streetwise Spectrum Shift General Perk.
Ground Movement: Your base Ground Movement
is 35 feet.
TABLE 2-11: NEW RANGER SPECTRUM
ROLES
Languages: Knowing a few additional methods of
POWER
communication could be immensely helpful with ENERGY ESSENCE
DESCRIPTION CAPACITY
others in your field. You are fluent in two Languages, COLOR ADJUSTMENTS
GROWTH
plus one additional Language per two points of A crafty,
Smarts you possess. creative fighter
fueled by
+2 Social
ORIGIN BENEFIT: THE LINE OF DUTY Orange imagination
& +1 Speed
Moderate
and the sheer
When your superiors direct you to perform tasks and desire to do
duties, you go to great lengths to get it done. When great things.
acting on a superior’s orders or instructions, you A warrior filled
may re-roll any single skill die result of a 1 during a with the power
of emotion,
Skill Test but must take the second result. applying
+2 Strength
Purple different Slow

Roles
& +1 Smarts
shades of
feeling like
munitions
As the Morphin Grid and its many defenders and in a weapon.
champions have spanned countless generations, the
spectrum of energy that infuses the Power Rangers
with their power has evolved alongside them. The
original persons who tapped into the Morphin
Grid’s energic spectrum to become Power Rangers
numbered only more than a handful. Like a shaft of
light passing through a prism, the Morphin Grid’s

29
A JUMP THROUGH TIME
POWER RANGERS ROLEPLAYING GAME

Orange Ranger
The Orange energy of the Morphin Grid’s Ranger
Spectrum embraces the power of imagination, CREATIVITY RULES
inspiration, and artistry. Orange Rangers are filled with The Orange energy of the Grid attaches itself
personality and creativity, along with the flexibility to to creative mentalities. It then enhances their
improve their team. They tend to be inventors, artists, ability to think outside the box and gives them the
creators of ideas, and dreamers. Their flexibility lets power needed to wield it on behalf of the side of
them fill any need or position on the team, especially good. They find new ways to accomplish tasks or
if the work allows them to set their creative mind to overcome obstacles, often improvising or taking
completing their task in some new and exciting way. unorthodox paths.

30
CHARACTER OPTIONS
2
TEAM PLAYER ONE OF A KIND
Even though an Orange Ranger excels when working Unlike many other kinds of Ranger, who maintain
alone due to their powers of creativity, they can also a physical image like the other team members,
boost the team in many ways. Orange Rangers see those wielding the Orange Spectrum alter their
the abilities and gifts of their fellow Rangers and, Morphin shell to express their creativity. This sort
through the power of their part of the Spectrum, find of individuality is rare for the core elements in the
more ways to wield them. When a team is hoping Ranger Spectrum.
they need a particular proficiency or tool, even if they
already have one but need two, an Orange Ranger
can figure out a way to make that happen.

TABLE 2-12: ORANGE RANGER


PERSONAL
CUNNING STRENGTH SPEED SMARTS SOCIAL
LEVEL ROLE PERK POWER
SKILL LEVEL INCREASE INCREASE INCREASE INCREASE
CAPACITY
Cunning Plan, It’s
1st Morphin Time!, 2 1d2 — +1 — +2
Modified Shell 1
I Can Do That
2nd 2 1d2 Specialized — +1 — —
Too, Think Fast!
3rd Zord 3 1d4 — — +1 —
4th General Perk 3 1d4 +1 — — —
Better Together
5th (2), Inventive 4 1d4 Specialized — — — +1
Application 1
Grid Power,
6th 4 1d6 — +1 — —
Zord Feature
7th I’ll Make It Work 5 1d6 — — +1 —
8th General Perk 5 1d6 Specialized +1 — — —
Extra Attack,
9th 6 1d8 — — — +1
Modified Shell 2
I Can Still
10th Do That, 6 1d8 — +1 — —
Zord Feature
11th Grid Power 7 1d8 Specialized — — +1 —
12th General Perk 7 1d10 +1 — — —
Better
13th 8 1d10 — — — +1
Together (3)
1d10
14th Zord Feature 8 — +1 — —
Specialized
15th — 9 1d12 — — +1 —
General Perk,
16th 9 1d12 — — — +1
Grid Power
Modified Shell, 1d12
17th 10 — +1 — —
Zord Feature 3 Specialized
Extra Attack
18th (2), Inventive 10 (2d8) — — — +1
Application 2
19th General Perk 11 (2d8) — +1 — —
Orange (2d8)
20th 11 — — — +1
Ranger Prime Specialized

31
A JUMP THROUGH TIME
POWER RANGERS ROLEPLAYING GAME

SPECTRUM ROLE FEATURES MODIFIED SHELL


As an Orange Ranger, you gain the following: Your personality and creativity have seeped into
the Orange energy that makes up your Morphin
Power
Shell. You acquire this Perk in three parts: 1, 2, and
Personal Power Regeneration: 3 per day 3 at 1st, 9th, and 17th Levels, respectively. Upon
Personal Power Capacity: +1 per every 3 Levels gaining each version of this Role Perk, you may
choose two Modified Shell options available at that
Training Level or below. Unless stated otherwise, an Orange
Armor: Light armor Ranger can only select each option once.
Starting Skill Levels: +1 Finesse, +1 Performance, MODIFIED SHELL 1
+1 Deception or Persuasion
Comic Flair: There is something amusing about
Grid Equipment your shell, allowing you to eliminate the Frightened
or Impaired Condition in one non-enemy target
You start with your possessions from your pre-
within 10 feet of you as a Standard action.
Morphin life and gain the following items from the
Morphin Grid. Those marked with an asterisk are Enhanced Impact Points: Your shell has numerous
only available when Morphed. reinforced or augmented attack implements like
spikes, studded plates, claws, and the like. Your
• Wrist Communicator
Unarmed Strike Attacks can always choose to
• Power Morpher change their base damage to Blunt or Sharp without
• Energy-Based Sidearm* suffering any Alternate Effect penalties.
• Versatile Power Weapon*
Frightening: Your shell has features that are
IT’S MORPHIN TIME! monstrous or otherwise fearsome. While Morphed,
you gain a 1 bonus to Intimidation Skill Tests.
Starting at 1st Level, you can summon the energy
within you by using your Power Morpher and saying Powered Plating: Your shell has power-
the words “It’s Morphin Time!” as a Standard action. receptive plates to enhance your protection.
Morphin Grid energy envelopes you, giving you a While Morphed, you may spend up to 4 Personal
stylized shell of Grid energy that serves as your armor, Power to add +1 armor bonus per Power spent
and grants you access to your Power-based weapons, to your Toughness Defense until you are no
and many other abilities that require Power to activate. longer Morphed.
While Morphed, the following traits and MODIFIED SHELL 2
features apply:
Environmental Aegis: Your Morphin shell seals
• You gain a Toughness (Armor) bonus depending up to protect you from environmental dangers.
on your Armor Proficiency: Light (+1), Medium As long as the helmet is on and closed, you no
(+2), Heavy (+4), Ultra-Heavy (+6). longer breathe the air outside your shell, as the
• You triple all of your Jump distance maximums. Grid supplies you with atmosphere from elsewhere.
• As a Free Action, you can summon your Power- In addition, you do not suffer any temperature-
based weapon to your hands. based negative effects but still suffer Cold and Fire
• When reduced to 0 Health, you may choose to damage normally.
avoid Defeat by automatically returning to your Evacuation Vents: When you need to get away
natural form, unconscious, at 1 Health. from a foe, your shell vents power like miniature jet
boosters. When spending Free actions to enhance
CUNNING PLAN your Move action, there is no limit to how high your
Your instinctive creativity is boosted by the Orange value can go as long as you are moving away from
Ranger Spectrum, allowing you to apply Skills in all visible enemies.
new and imaginative ways. Starting at 1st Level, Power Patagia: Your shell has a cape or flaps of
you can spend a Personal Power to substitute your fabric-like energy that extend beneath your arms
Cunning Skill value listed on the Orange Ranger to allow you to glide on air currents and Gravitic
table above for any Skill during a Skill Test. impulses. You gain an Aerial Movement value of

32
CHARACTER OPTIONS
2
45 feet but must start each Move action at least ZORD
5 feet greater in altitude than when you end By the time a Ranger reaches 3rd Level, their role
your turn. in protecting the Morphin Grid requires them to
Storage Pack: Your shell has an integrated Grid have access to a powerful construct potentially
pocket backpack/satchel area that can carry up based upon the Power Ranger team you are a part
to 20 pounds of physical items, transporting the of. These are the various Zords, Borgs, and Power
contents back and forth within The Morphin Grid vehicles that the Rangers summon to aid them in
when you Morph/de-Morph. Anything stored in the battle. Rules and statistics surrounding Zords can
Pack when you de-Morph will be available the next be found in the section starting on page 131 of the
time you assume your Morphed form. Living things Power Rangers Roleplaying Game Core Rulebook.
cannot be stored in the Storage Pack. When piloting this personal Zord, you cannot suffer
Snags when using the Driving Skill.
MODIFIED SHELL 3
Adapted Wavelength: Your shell has evolved to ORANGE RANGER ZORDS
attune itself to dangerous stimuli rapidly. You may What shape an Orange Ranger’s Zord takes depends
choose a single type of Element damage. You always partially on their Power Ranger and their imprint
reduce sources that inflict that type of damage on the machine. Examples of previously chosen
by 1 to a minimum of 0. You can choose this up Zords are:
to two times but must choose a different element • The Orange S.P.D. Ranger, Kat Manx, has been
each time. linked to a small vehicular Zord, a Blast Runner.
Growth Boost: Your shell is a full half-meter • The alternate timeline Mighty Morphin Reserve
larger than you are. You double the weight you Ranger, Eugene Skullovitch, has the fearsome
can commonly carry; you gain Edge on all Brawn Featherdactyl Zord.
Skill Tests, your Unarmed Strike Attacks inflict • The alternate timeline Beast Morphers Ranger,
one additional damage as a base, and you gain 2 Tyler Rinker, is attuned to the inspiring Raven
temporary Health while Morphed. Beast Bot and the associated Beast-X Zord.
I CAN DO THAT • Solar Rangers: Orange Solarzord

Starting at 2nd Level, the Orange Ranger can see ZORD FEATURE
some of the other things their teammates can do and Upon reaching 6th Level, then again at 10th,
find ways to perform the same or similar abilities on 14th, and 17th Levels, a Ranger’s connection and
their own, but with their flair and not without cost. proficiency with their Zord has evolved to a place
After witnessing a teammate using a General Perk where their abilities are more powerful. Each time
or Grid Power, you may spend a Personal Power to an Orange Ranger acquires this Role Perk, they may
gain the use of that General Perk or Grid Power until choose from the list of available Zord Features to
the end of your next turn. This is not an action and apply to their Zord.
can be performed when it is not your turn. If the
copied General Perk or Grid Power has prerequisites GENERAL PERK
or other costs, you must also meet or expend those.
When you reach 4th Level, and again at 8th, 12th,
THINK FAST! 16th, and 19th Level, you can personalize your
Ranger by adding a General Perk for which you
Your imaginative nature allows you to improvise meet the prerequisites.
better than most, especially when time is
scarce! At 2nd Level, you gain Edge on your BETTER TOGETHER
Initiative Skill Tests. Additionally, when you use
Orange Rangers use their creativity to help out
Story Points to gain access to a tool or piece of
their teammates. Upon reaching 5th Level, when
equipment in a scene, roll 1d6. When you roll
you choose to Lend Assistance to an ally who has a
5 or 6, you successfully fabricate an improvised
lower base Skill Ranks than you do in the applicable
version of the item in question and regain the
Skill, your action gives them 2 instead of the
spent Story Point.
normal 1. This increased bonus becomes 3 at
13th Level.

33
A JUMP THROUGH TIME
POWER RANGERS ROLEPLAYING GAME

INVENTIVE APPLICATION 1 AND 2 • Replace your Energy-based Sidearm with


With enough exposure, you have begun to apply any other Sidearm that inflicts a base of 2
your individuality to the equipment the Morphin damage or less.
Grid provides when you use your It’s Morphin Time! • Replace your Versatile Power Weapon with
Role Perk. You may choose one of the following any Power Weapon that inflicts a base of 2
options when you first receive this Role Perk at 5th damage or less.
Level, then again at 18th Level. • Increase the Armor provided from Light to
Medium, or Medium to Heavy.
• Choose one free Upgrade to apply to your
Sidearm or Power Weapon.

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.

I’LL MAKE IT WORK


Your creativity and improvisation know no bounds.
A 7th Level Orange Ranger no longer suffers Snag
for being Unskilled in any Skill Test.

EXTRA ATTACK
Beginning at 9th 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 18th Level. This Role Perk
only functions while Morphed and fighting as an
individual.

I CAN STILL DO THAT


At 10th Level, the Orange Ranger can hold some
unique ideas that come up in passing for much
longer than just the moment it happens. You may
spend a Personal Power to copy a General Perk or
Grid power you previously copied with the I Can
Do That Role Perk in the same scene.

ORANGE RANGER PRIME


At 20th Level, you have become the most advanced
version possible of your team’s Orange Ranger.
Your Morphed form immediately gains the
following benefits:
• You gain +2 to all Defenses.
• You regain 2d2 Personal Power once per scene.
• Enemies suffer Snag when targeting your
Cleverness Defense

34
CHARACTER OPTIONS
2
Purple Ranger
Purple Rangers wield the
power of the Grid through
their emotions, primarily
fueled by memories. All the
hardships they endured,
the people they loved, and
the camaraderie of the
friends they made fuel the
forge of power inside every
Purple Ranger.

PASSION POWER
Purple Rangers know and
understand the benefits of
giving in to passion and
keeping an emotional
connection to all that drives
them. Rage and anger can be
necessary for enemy conflict,
happiness can sweep away
stressful hindrances, and the
love of a best friend can make
anyone a wall of defense
when they are in harm’s way.
These feelings add to a Purple
Ranger’s power.

MAKE YOUR MARK


Each Purple Ranger draws
upon their feelings in different
and unique ways. One might
lean into their rage and fury,
showing their ferocity as
an aggressive feel to their
Morphed form. Another could
stand defiantly in the path of
harm, revealing how much
they care for their fellows.
Exactly how their feelings
shape them is different for
each Ranger, a sign that the
Morphin Grid’s energies also
listen to their heart.

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A JUMP THROUGH TIME
POWER RANGERS ROLEPLAYING GAME

ALWAYS ADAPTING
The nature of most sapient beings is to feel, and just Rangers are fluid and malleable, changing how
as feelings can change, so can how a Purple Ranger they need to come at the obstacles and enemies in
uses them. They might find roots in their anger or a their way based on the situation and their feelings
foundation in the sense of calm, but how they apply at the time.
those tools can change at a moment’s notice. Purple

TABLE 2-13: PURPLE RANGER


PERSONAL
EMOTIONAL STRENGTH SPEED SMARTS SOCIAL
LEVEL ROLE PERK POWER
RANGE INCREASE INCREASE INCREASE INCREASE
CAPACITY
Emotional
1st Mastery, It’s 2 2 +2 — +1 —
Morphin’ Time!
Emotional
2nd Strength, Unique 2 2 — — +1 —
Strike (Melee)
3rd Zord 2 3 — +1 — —
4th General Perk 2 3 — — — +1
Extra Attack,
5th Unique 4 4 +1 — — —
Strike (Ranged)
Grid Power,
6th 4 4 — — +1 —
Zord Feature
7th Adaptation 4 5 — +1 — —
Enhance Strike,
8th 4 5 — — — +1
General Perk
9th Team Spirit 6 6 +1 — — —
10th Zord Feature 6 6 — — +1 —
Enhance Strike,
11th 6 7 — +1 — —
Grid Power
Extra Attack (2),
12th 6 7 — — — +1
General Perk
13th — 8 8 +1 — — —
14th Zord Feature 8 8 — — +1 —
15th Enhance Strike 8 9 — +1 — —
General Perk,
16th 8 9 +1 — — —
Grid Power
Adaptation II,
17th 10 10 — — +1 —
Zord Feature
18th Heart’s Calling 10 10 +1 — — —
Enhance Strike,
19th 10 11 — — +1 —
General Perk
Purple
20th 10 11 +1 — — —
Ranger Prime

36
CHARACTER OPTIONS
2
SPECTRUM ROLE FEATURES a Purple Ranger notes Emotional Mastery over
As a Purple Ranger, you gain the following: a number of options from the list below equal
to the Ranger’s Emotional Range, shown in the
Power table above. Spending a Personal Power allows
Personal Power Regeneration: 2 per day you to apply one of your chosen options for the
remainder of the scene. As a Free action, you
Personal Power Capacity: +2 per every 5 Levels may spend a Personal Power to switch your active
Training Emotional Mastery.
Armor: Light and Medium per day As you gain Levels, you choose additional
Emotional Range options to add to your
Starting Skill Levels: +1 Might, +1 Alertness, +1 Emotional Mastery.
Athletics or Intimidation
• Anger: You gain a 1 bonus to Unarmed and
Grid Equipment One-Handed weapon Attacks.
You start with your possessions from your pre- • Contempt: You gain Resistance to any one type
Morphin life and gain the following items from the of damage.
Morphin Grid. Those marked with an asterisk are • Disgust: The first Skill Test to target you each
only available when Morphed. turn suffers 1.
• Wrist Communicator • Distress: Your Movement values increase by 10
• Power Morpher feet whenever you begin your turn within 10
• Energy-Based Sidearm* or One-Handed feet of an enemy.
Power Weapon* • Fear: Your Willpower and Cleverness Defenses
• One-Handed Power Weapon* increase by 3.
• Guilt: You may re-roll any d20 result of 1.
IT’S MORPHIN TIME! • Interest: You gain Edge on all Alertness and
Starting at 1st Level, you can summon the energy Culture Skill Tests.
within you by using your Power Morpher and saying • Joy: When within 5ft of an ally, you gain 1 on
the words “It’s Morphin Time!” as a Standard action. the first Skill Test you take each turn.
Morphin Grid energy envelopes you, giving you • Sadness: Your Morphin shell Armor bonus
a stylized shell of Grid energy that serves as your increases by 2 Toughness and 2 Evasion.
armor, and grants you access to your Power-based • Shame: You gain 1 on your next Skill Test after
weapons, and many other abilities that require being targeted by an enemy’s Success. This is
Power to activate. doubled to 2 for a Critical Success!
While Morphed, the following traits and • Shyness: You become Invisible until you make
features apply: an Attack or suffer damage from any source. You
may re-initiate this Emotional Mastery with an
• You gain a Toughness (Armor) bonus depending
additional Personal Power expenditure.
on your Armor Proficiency: Light (+1), Medium
(+2), Heavy (+4), Ultra-Heavy (+6). • Surprise: Instead of rolling normally, you may
set your place in the Initiative order immediately
• You triple all of your Jump distance maximums.
after any other participant in the Combat
• As a Free Action, you can summon your Power-
scene’s order.
based weapon to your hands.
• When reduced to 0 Health, you may choose to EMOTIONAL STRENGTH
avoid Defeat by automatically returning to your While the thoughts and memories of their emotional
natural form, unconscious, at 1 Health. moments fuel them at a core level, Purple Rangers
EMOTIONAL MASTERY can also benefit from the raw feelings they
experience. At 2nd Level, you can regain 1d2 Power
Purple Rangers are fueled and empowered by their Points immediately once you experience a specific
emotional roots, making minor enhancements trigger attached to whatever Emotional Mastery
to their Morphin shell based on the emotion at options you have active at the time. Emotional
the forefront of their minds. Starting at 1st Level, Strength can only activate once per scene.

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POWER RANGERS ROLEPLAYING GAME

• Anger: You suffer damage. PURPLE RANGER ZORDS


• Contempt: An enemy achieves a What shape a Purple Ranger’s Zord takes depends
Critical Success. partially on the kind of Power Ranger Team they
• Disgust: An ally Fumbles. are a part of and their imprint on the machine.
• Distress: You Fumble a Skill Test. Examples of previously chosen Zords are:
• Fear: You gain the Frightened or Impaired • The alternate timeline Mighty Morphin Reserve
condition. Ranger, Farkas Bulkmeier, has the ferocious
• Guilt: You are part of a Group Test that fails. Baconodon Zord.
• Interest: You discover something hidden. • Dino Charge Rangers: Plesio Zord
• Joy: An ally achieves a Critical Success. • Jungle Fury Rangers: Wolf Animal Spirit
• Sadness: An ally gains any Condition. • Solar Rangers: Purple Solarzord
• Shame: You fail a Skill Test that benefitted from a
1 or greater bonus. ZORD FEATURE
• Shyness: You fail a Skill Test benefitting from Upon reaching 6th Level, then again at 10th,
another character’s Lend Assistance action. 14th, and 17th Levels, a Ranger’s connection and
• Surprise: You roll a result of exactly 2 or of 25+ proficiency with their Zord has evolved to a place
on any Skill Test. where their abilities are more powerful. Each time
a Purple Ranger acquires this Role Perk, they may
UNIQUE STRIKE (MELEE) choose from the list of available Zord Features to
The Purple Rangers’ Attacks express their emotions apply to their Zord.
in ways traditional fighting styles do not match. GENERAL PERK
Upon reaching 2nd Level, you may design a
weaponless Melee Attack that only you can use. When you reach 4th Level, and again at 8th, 12th,
You may have it look however you wish and name 16th, and 19th Level, you can personalize your
it accordingly. Use the following checklist to create Ranger by adding a General Perk for which you
your Unique Strike (Melee). meet the prerequisites.
• You create the Attack Name EXTRA ATTACK
• You choose Finesse or Might as the Attack Beginning at 5th Level, you can Attack twice,
Skill Test instead of once, whenever you take the Attack
• Your Attack Range is your natural Reach. action on your turn. The number of Attacks increases
• Your Attack inflicts a base 1 damage, but you to three when you reach 12th Level. This Role Perk
choose the damage type. only functions while Morphed and fighting as an
• You may add one Alternate Effect from the individual.
following: Accurate (1), Armor Piercing,
Maneuver (1), Multiple Attacks (2, 1) UNIQUE STRIKE (RANGED)
To access your Unique Strike, you must be Purple Rangers create methods for releasing bursts
Morphed and possess at least 1 Personal Power, of their Power mixed with their emotional strength,
although you do not have to spend Power to use it. unleashing devastating energies upon their foes.
Upon reaching 5th Level, you may design your
ZORD own energy-based Ranged Attack. You may have it
look however you wish and name it accordingly.
At 3rd Level, you can access a powerful construct
Use the following checklist to create your Unique
based on your Power Ranger team. These are the
Strike (Ranged).
various Zords, Borgs, and Power vehicles that
the Rangers summon to aid them in battle. When • You create the Attack Name
piloting this personal Zord, you cannot suffer Snags • You choose Athletics or Targeting as the
while making Driving Skill Tests. Rules and statistics Attack Skill.
for Zords start on page 131 of the Power Rangers • You choose the Attack Range: 30 feet optimal
Roleplaying Game Core Rulebook. and 60 feet long, 45 feet, or all enemies within
10 feet of you.

38
CHARACTER OPTIONS
2
• Your Attack inflicts a base 1 Energy damage. • Add one Alternate Effect from the following
• You may add one Alternate Effect from the that the Attack does not already possess:
following: Accurate (1), Area of Effect (10 Accurate (1), Area of Effect (10 feet × 10
feet × 10 feet), Armor Piercing, Maneuver (1), feet), Armor Piercing, Maneuver (1), Multiple
Multiple Targets (2, 1) Targets (2, 1)

GRID POWER TEAM SPIRIT


First upon reaching 6th Level, then again at 11th Just as the Morphin Grid’s energy has strengthened
and 16th Levels, you expand your understanding your connection to your emotional core, you
and connection to the Morphin Grid. Each time have learned how to share your emotional power
you acquire this Role Perk, choose a Grid Power with your allies through the Morphin Grid. Upon
for which you meet the requirements to add to reaching 9th Level, you can spend one Personal
your Ranger. Power to apply your Emotional Mastery to any ally
within 30 feet when you activate it. Your allies can
ADAPTATION 1 AND 2 only benefit from one Team Spirit at a time.
Your understanding of your feelings has grown
HEART’S CALLING
deeper still. Upon reaching 7th Level, Purple
Rangers can activate two of their chosen Emotional As Purple Rangers grow, so do their connections to
Mastery options in the same scene. You must their power and emotion. At 18th Level, you can
spend an additional Personal Power for the second quickly call upon one emotion regardless of the
Emotional option. At 17th Level, you may spend yet situation. Select one of your Emotional Mastery
another Power to activate a third chosen Emotional options. This option no longer costs you Power to
Mastery option in the same scene. activate, and you can activate it even when you are
not Morphed.
ENHANCE STRIKE
PURPLE RANGER PRIME
Purple Rangers’ unique Attacks evolve and
change over time, becoming more potent as their At 20th Level, you have become the most
connection to the Grid grows. First at 8th Level, advanced version possible of your team’s Purple
then again at 11th, 15th, and 19th Levels, you may Ranger. Your Morphed form immediately gains the
choose one of the following enhancements to apply following benefits:
to one of your Unique Strikes (Melee or Ranged). • You gain +2 to all Defenses.
You may select the same option multiple times. • You may remove the Frightened, Mesmerized,
• Increase the base damage by +1 and Stunned Conditions from yourself as a
• Change the damage type to any Element. Free action
• Add 10 feet to all values of the Attack’s • You are immune to Psychic damage.
Range/Reach.

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POWER RANGERS ROLEPLAYING GAME

New Advanced Quantum Ranger


Spectrum Role
Based around a mysterious and powerful relic that
has traveled through time and alternate dimensions,
This section presents a unique Morphin Grid Role, the Quantum Ranger is a powerful aspect of the
the defender of time itself. The Quantum Ranger is a Ranger Spectrum that is deeply rooted in the many
mighty warrior for the sanctity of spacetime. branches of the spacetime continuum. They are
the most elite of time’s enforcers, made so by the
In the same way that Power Rangers can use the influence of their Quantum Morpher. Each timeline
Spectrum Shift General Perk to change their character can only sustain a single Quantum Ranger, always
into any Core Ranger or Advanced Spectrum Role, someone called to the Quantum Controller in a
Power Ranger characters can choose to take on the moment of action.
Quantum Ranger mantle. Unlike other Advanced
Spectrum Roles, the Quantum Ranger builds off of an CONTINUUM CRUSADER
existing Ranger’s talents and abilities and can only be The Quantum Morpher infuses the Quantum Ranger
chosen at the 4th Level or later. with a mixture of chrono-temporal and Morphin
Grid energy. Just as the Grid uses its existence to
TABLE 2-14: NEW ADVANCED
summon, store, shift, and empower things across
SPECTRUM ROLE different dimensions, the Quantum Morpher
POWER funnels the power of time and space into a Power
ENERGY ESSENCE
DESCRIPTION CAPACITY Ranger. The Quantum Morpher also directs its user
COLOR ADJUSTMENTS
GROWTH
to enforce the laws of spacetime regardless of the
A force of space-
Quantum time capable
Ranger’s desires and other duties.
+1 Strength Fast
Ranger of wielding
temporal energies.

40
CHARACTER OPTIONS
2

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QUANTUM TECHNOLOGIES A PRISM OF INFINITIES


Made by the ancient Morphin Masters, the The Morphin Grid filters and protects the Quantum
Quantum Controller builds off the existing energies Ranger from the overwhelming power of time and
within a Power Ranger and gives them a host space, and any color of the Morphin Spectrum
of new powers and equipment. These special can adapt to provide that protection. The most
modifications include adjustments to their Morphin well-known Quantum Ranger, a human named
Shell, unique weaponry, and access to the powerful Eric Myers, adopted the Quantum Ranger mantle
Quantasaurus Rex Zord. through the red spectrum, but the Quantum
Controller could latch on to any wavelength of Grid
energy and filter it into a new Quantum Ranger. The
possibilities, like time and space, are endless.

TABLE 2-15: QUANTUM RANGER


PERSONAL
QUANTUM STRENGTH SPEED SMARTS SOCIAL
LEVEL ROLE PERK POWER
DICE INCREASE INCREASE INCREASE INCREASE
CAPACITY
1st – 3rd Spectrum Shifted
Quantum Morph,
4th 4 2 +1 — — —
Quantasaurus Rex
5th Quantum Power I 4 2 — +1 — —
Grid Power,
6th 4 3 — — +1 —
Rex Feature
Extra Attack,
7th 6 3 — — — +1
Quantum Power II
8th General Perk 6 4 +1 — — —
9th Focused Strike 6 4 — +1 — —
Quantum Power
10th 8 5 — — +1 —
III, Rex Feature
11th Grid Power 8 5 — — — +1
Chronomantics,
12th 8 6 +1 — — —
General Perk
13th Quantum Power IV 10 6 — +1 — —
Extra Attack (2),
14th 10 7 — — +1 —
Rex Feature
15th Timeslide 10 7 +1 — — —
General Perk,
16th 12 8 — — — +1
Grid Power
17th Rex Feature 12 8 — +1 — —
18th Quantum Power V 12 9 +1 — — —
19th General Perk 14 9 — +1 — —
20th Quantum Master 14 10 — — +1 —

42
CHARACTER OPTIONS
2
TABLE 2-16: SPECTRUM SHIFTED ROLE
What about 1st, 2nd, PERKS
and 3rd Levels? MOST RECENT ROLE
PERKS/ASSETS RETAINED
OR GAINED

You will note that the Role Level Table Heart of the Team (1),
Black Ranger You Got This!; (3 Quips
for the Quantum Ranger does not include
and Speeches)
any modifiers or benefits for 1st, 2nd, or
Eureka!, Helping Hand; (2
3rd Levels. The Quantum Ranger Advanced Blue Ranger
Idea Points)
Spectrum Role cannot be chosen before
Solo Strike (1), Survival Boon
an Essence20 Roleplaying System character Green Ranger
(retains choice made)
gains their General Perk at 4th Level. What
Cunning Plan, Think Fast!;
this means for the character in question is Orange Ranger
(Cunning Skill 1d4)
covered in detail under the Quantum Ranger’s
Volley, Hard Target; (2
Spectrum Shifted Role Perk. Pink Ranger
Volley Shots)
Emotional Mastery, Emotional
Purple Ranger
Strength; (Emotional Range 3)
SPECTRUM ROLE FEATURES Power Strike (+1 damage),
Red Ranger
Weapon Mastery
As a Quantum Ranger, you gain the following:
Triple Strike Attacks, Nimble
Yellow Ranger
Power Fighter; (1d2 Follow-Up die)
Advanced
Personal Power Regeneration: 4 per day Spectrum Ranger
Any two General Perks

Personal Power Capacity: +2 per every 4 Levels Same as Any Core Ranger type
Non-Ranger Role*
above (Player’s Choice)
Training
* This represents the rare instance where someone who was
Armor: Light and Medium armor not a Power Ranger attunes to the Quantum Controller, at the
GM’s discretion.
Grid Equipment
QUANTUM MORPH
You start with your possessions from your pre-
Morphin life and gain the following items from the Quantum Rangers can summon a surge of Grid
Morphin Grid. Those marked with an asterisk are energy and the chrono-temporal energies of the
only available when Morphed. continuum through your Quantum Morpher and
saying the words “Quantum Power!” as a Standard
• Chrono Communicator
action. Energies envelop you, giving you a stylized
• Quantum Morpher shell of Grid energy that serves as your armor, and
• Quantum Defender* grants you access to your Power-based weapons,
and many other abilities that require Power
SPECTRUM SHIFTED to activate.
As the Quantum Controller requires attunement by
While Morphed, the following traits and
a hero, an Essence20 character must be at least 4th
features apply:
Level and choose the Spectrum Shift General Perk
to choose this Advanced Spectrum Role. When a • Your Toughness Armor Bonus from your
player selects this Advanced Spectrum Role at 4th Morphin Shell is determined by your Armor
Level or later, they keep the following Role Perks Proficiency: Light (+1), Medium (+2), Heavy
and abilities from their original Role. (+4), Ultra-Heavy (+6).
• You triple all of your jump distance maximums.
• As a Free Action, you can summon your
Quantum Defender to your hands.
• When reduced to 0 Health, you may choose to
avoid Defeat by automatically returning to your
natural form, unconscious, and at 1 Health.

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QUANTASAURUS REX Interspatial Pause: You can momentarily step out


No matter who they were before they accessed the of the current timeline, keeping you and possibly
Quantum Controller, all Quantum Rangers are tied others out of harm’s way for a few precious seconds.
to a specific Zord entity: the Quantasaurus Rex. By spending three Personal Power, you and all
At 4th Level, your Quantum Controller grants you allies within 5 feet move outside the timestream to
control of the ancient Zord-beast, allowing you to a temporary pocket dimension for up to 1 round.
call it from across time and space to wage battles. While in this pocket dimension, you can act
normally. Time passes normally around where you
The Quantasaurus Rex still follows all the same activated this Quantum Power, and you re-emerge
rules and statistics surrounding Zords found in the exactly where you were or close by if that space
section starting on page 131 of the Power Rangers is occupied
Roleplaying Game Core Rulebook. All rules
references to Zords also apply to Quantasaurus Q-Rex Portal: You can create a portal to summon
Rex. When actively piloting Quantasaurus Rex, you your Quantasaurus Rex quickly. By spending
cannot suffer Snags on Animal Handling or Driving one Personal Power, you can summon your
Skill Tests. Quantasaurus Rex to arrive at the beginning of the
next round.
See page 89 for the initial statistics for your
Quantasaurus Rex. Quantum Cut: You can literally slash your weapon
between the fabric of time, ignoring most defenses.
REX FEATURE When you Attack with the Blade version of your
Upon reaching 6th Level, then again at 10th, 14th, Quantum Defender, you may spend a Personal
and 17th Levels, the Quantum Ranger’s connection Power to ignore all Defense bonuses from armor
and proficiency with Quantasaurus Rex has evolved force your enemy to use their Toughness defenses
to a place where their abilities are more powerful. against this Attack Skill Test.
Each time a Quantum Ranger acquires this Role Quantum Trigger: Your actions can be
Perk, they may choose from the list of available programmed into your Morpher’s probability and
Zord Features to apply to their incarnation of chronometric matrices to achieve the best possible
Quantasaurus Rex. outcome. You may spend one Personal Power
whenever you fail a Skill Test. You may attempt the
QUANTUM POWER Skill Test again immediately, but with a cumulative
The Quantum Morpher grants its user many ways to 1 penalty.
utilize its special temporal energies. You may choose Solo Shot: By creating a temporal tunnel between
your first Quantum Power from the following list you and your target, your ranged weapon ignores
at 5th Level, then again at 7th, 10th, 13th, and almost anything that could get in that shot’s way.
18th Levels. When attacking with the Blaster version of your
Momentary Blur: You move between the ticks Quantum Defender, you may spend a Personal
of the second hand, making you blurry to anyone Power to consider the target in close Range and
who sees you. As a Free action, you may spend one ignore all die shift penalties for a single Attack.
Personal Power to increase your Evasion Defense by
3 until the beginning of your next turn. GRID POWER
Explosive Morph: When you activate your First upon reaching 6th Level, then again at 11th
Quantum Morph Role Perk, you can create a and 16th Levels, you expand your understanding
massive energic explosion around you. You may and connection to the Morphin Grid. Each time
spend 1 Personal Power to roll an Attack Skill Test you acquire this Role Perk, choose a Grid Power
using your Technology Skill against all targets within for which you meet the requirements to add to
20 feet of you that deals 1 Energy damage if it hits. your Ranger.

Focused Strike: Seeing things through the veils EXTRA ATTACK


of time’s passage gives you the upper hand. When Beginning at 7th Level, you can Attack twice,
you make an Unarmed Attack, you can spend one instead of once, whenever you take the Attack
Personal Power to re-roll any number of dice in the action on your turn. The number of Attacks increases
Skill Test but must keep the new result(s).

44
CHARACTER OPTIONS
2
to three when you reach 14th Level. This Role Perk For example, when Carlos Vallerte applies his 2nd
only functions while Morphed and fighting as an Level of Black Ranger to his character, during his
individual. time as a lead member of the Space Rangers, he
chooses to modify his Spectrum Role by acquiring
GENERAL PERK the Iron Bravado General Perk instead of choosing
When you reach 8th Level, and again at 12th, 16th, the Whatever We Need Role Perk listed in its
and 19th Level, you can personalize your Ranger description under Black Spectrum Modification.
by adding a General Perk for which you meet the
prerequisites. BRAINSTORM
Green Spectrum Modification (Unique Weapon)
CHRONOMANTICS
You are particularly adept at using Morphin Grid
At 12th Level, you can make minor adjustments to energy to create temporary devices. With this Perk,
the time around you. Once per scene, you can force you can spend one hour to attempt a Technology
a single die rolled for any reason to be re-rolled, Skill Test to craft a weapon or piece of gear wills
and you may choose which result to keep! last until a Fumble is rolled on a Skill Test using that
TIMESLIDE item. Items made from Brainstorm require the user
to spend 1 Personal Power to activate until the end
A Quantum Ranger with enough command of a scene. You cannot have more than 3 working
over their own timestream can slip through the items made with Brainstorm at any given time.
continuum, moving faster than the naked eye can
see. At 15th Level, as a Move action, you may • Standard items require no Skill Test
instantly be placed anywhere within 200 feet of • Limited items require a DIF 10 Skill Test
your current location that you could feasibly reach • Restricted items require a DIF 15 Skill Test
with your existing Movement types. • Prototype items require a DIF 20 Skill Test
• Unique or Theoretical items require a DIF 30
QUANTUM MASTER Skill Test and the expenditure of a Story Point
At 20th Level, you have become the most advanced
version possible of your timeline’s Quantum CONTINGENCY SHOT
Ranger. Your Morphed form immediately gains the Pink Spectrum Modification (Hard Target)
following benefits:
Having put many foes in your proverbial crosshairs
• You gain +2 to all Defenses. in the past, you are famously adept at anticipating
• Once per turn, you may re-roll a single skill die enemy locations before you pull the trigger.
result of 1, but must accept the second result When making ranged Attack Skill Tests as part of a
• You double all of your Movement values. Contingency Action, you gain the following benefits:
• You ignore all modifiers to hit based on Cover.
New Role Options • Your Attack gains Edge if the Skill Test targets a
Toughness Defense.
Roles in the Power Rangers Roleplaying Game Core
Rulebook present the abilities of Zordon’s original DEFENSIVE FLEXIBILITY
teenagers with attitude. Many series portrayed the Blue Spectrum Modification (Grid Tech)
Morphin Grid’s energy spectrums in different ways
with new or different powers. This section offers You have an exceptional mind for adapting to
alternative Role Perk options, called Spectrum dangerous and threatening situations, boosting your
Modification Perks, to grant Rangers the flexibility to defensive capabilities dramatically.
play how they want. Starting when this Perk is acquired, then again, every
You can choose a Spectrum Modification Perk 5 Role Levels gained, you may choose of the following
when you reach the Level where you would replace benefits to permanently apply to your character:
the Role Perk or when you Level up. If you take a • +2 bonus to any single Defense while Morphed
Spectrum Modification Perk, you lose access to the (not an armor bonus)
previous Role Perk and all of its abilities. • Resistance to any element of damage

45
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POWER RANGERS ROLEPLAYING GAME

IRON BRAVADO PAY IT FORWARD


Black Spectrum Modification (Whatever We Need) Red Spectrum Modification (Let’s Bring ‘Em Together!)
You are a stalwart example of a fearless leader, your Your ability to bring the best out of your team is
sheer presence bolsters your team, and allies are legendary. Upon acquiring this Perk, you gain the
happy to flock to your side. following benefits:
• When you Attack an enemy, you become • Your Lend Assistance actions offer 2
immune to the Frightened condition until the instead of 1
beginning of your next turn. • You gain a 1 modifier to all Skill Tests that are
• As a Free action, you may spend 1 Personal part of a Group Test
Power to make all allies within 30 feet of you • While Morphed, allies within 10 feet of you
immune to all the same conditions you are at gain +1 to all Defenses.
that time until the beginning of your next turn.

MYSTERIOUS AURA Expanding Skills


White Spectrum Modification (Follow Me!)
Your connection to the Morphin Grid is slightly
for Time Travelers
different from others, even those Rangers with Nearly every aspect of the Essence20 Roleplaying
roots in the same part of the Spectrum as you. Your System revolves around using the various Skills to
strange relationship alters how your Morphin shell perform actions and see to what degree a character’s
emanates your Grid energy, giving you a unique and effort changes the story. Most Skills assume use in
mysterious aura. As a Move action while Morphed modern day, but time travelers may need antiquated
that costs 1 Personal Power, you may emit one of Specializations or new ways to use a Skill in a
the following auras until you de-Morph. You may distant past or far future.
only have one aura active at a time, but you can This section presents new uses and Specializations
re-activate this Perk to choose a new aura. for most of the Essence20 System’s 21 Skills for
• Imposing: All enemies within 20 feet of you campaigns taking place in different eras or for
have their Willpower and Cleverness Defenses characters who travel through time.
lowered by 2.
• Protective: You and all allies within 20 feet Strength-Based Skills
of you gain a +2 bonus to one Defense of The following are the Skill uses and suggested
your choice. Specializations for Skills associated with a
• Resplendent: All ranged combat Attacks made at character’s Strength Essence for time travelers or
targets within 20 feet of you suffer a 1 vision- alternate temporal location-based game settings.
based penalty.
ATHLETICS
HEAVY FORCE
This Skill represents a character’s practiced and
Yellow Spectrum Modification (Nimble Fighter) trained physicality, including climbing, jumping,
By concentrating your Morphin Grid energy into and other ways to explore and traverse the
your momentum, you can summon a remarkable environment using Strength. Whether you are from
amount of force. While Morphed, when pushing, a specific era and simply using your body the way
shoving, or making your first melee Attack each everyone around you does, traveling to a distant
turn, you may spend 1 Personal Power to gain a 2 time where you might need to blend in, or being
bonus to the associated Skill Test. After completing allowed to perform a local sport or contest—this
this Skill Test and applying its results, you may Skill helps you do so.
not Move in any way until the beginning of your Sample Specializations
next turn.
• Classic Sports: While Sports Activity from
The Power Rangers Roleplaying Game Core
Rulebook covers most modern sports, this

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CHARACTER OPTIONS
2
Specialization covers sports and games that Sample Specializations
were once widespread in past eras that are • Scars and Stories: Through a display of the times
no longer common, such as Greco-Roman your body has been injured and made it out
discus throws or Pall Mall during the height of okay, along with a short tale or anecdote about
the 1500s. how it happened, you can paint a fearsome
picture. This Specialization is good for adding
BRAWN
veracity to your past survivals, frightening others
The measure of raw physical strength and skillfully through the nature of what you have already
applied force applies despite the era in which a been through successfully.
character may find themselves. • Standoff: Particularly made famous in the
CONDITIONING duels found in Master Vile’s War, Medieval Era,
Dynastic Era, and the Wild West, regardless
This Skill measures a character’s additional Health of the weapons found in their hands, this
and is no different for an ancient neanderthal than it Specialization covers the ability to stand shock
would be for a post-apocalyptic survivor/scavenger. still and remain imposing to your opponent. The
slightest twitch of unsureness can be all it takes
INTIMIDATION
for someone to get the drop on them.
The application of your physical strengths and
bodily fearsomeness is, at its core, the same on any MIGHT
timeline and era, but some subtleties might be lost Applying your strength to Attack remains the
in one era from another. same no matter where or when you might be.

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Doing so with specific weapons used in various shifts in body weight, simple harnesses, and
martial cultures can result in countless kinds of the like while leaving at least one hand free to
Specializations in this manner. Additionally, as a interact with the world.
game campaign reveals more era-specific pieces of
equipment from across the continuum, new ways to FINESSE
use your physical puissance reveal themselves. The need for applied dexterity and hand-eye
coordination doesn’t change much in varying
Speed-Based Skills eras. Time travelers may still find these two new
Specializations helpful.
The following are the Skill uses and suggested
Specializations for Skills associated with a Sample Specializations
character’s Speed Essence for time travelers or • Display: There have been many instances
alternate temporal location-based game settings. throughout history that a flashy display of
swordsmanship or a practiced arrangement of
ACROBATICS
physical movements that show someone what
This Skill measures your agility and bodily someone is capable of can be what it takes to
coordination, which is rarely affected negatively rebuke possible threats.
or positively by changes in any era. For many time • Whips: A melee weapon that capitalizes on
travelers, this Skill is unchanged no matter where, or reach and flexibility, such as a bullwhip, linked
when in which they happen to be using it. chain, a kusari-fundo, or other similar weapons
DRIVING are covered by this Specialization.

Unlike many Skills, Driving covers many INFILTRATION


different kinds of vehicles that might be found Time Travelers experience new challenges as
in one particular time era and perhaps rarely in they move era to era, particularly in how to avoid
another. Most vehicles fall into one category or detection. Fitting in with a given era’s surroundings
another already covered by a Specialization, but can be challenging for characters from the distant
a few specifics might appear more frequently in past or future, and past eras tend to use scent
certain eras. tracking more than modern or future hunters.
Sample Specializations Sample Specializations
• Rails: Rising to great importance in the Wild • Era Specifics: By taking in their surroundings, a
West era, railroads, locomotives, trams, and time traveler can quickly figure out the easiest
possibly maglev systems that run on a specified ways to blend in with the culture, surroundings,
set of tracks, rails, or guiding structures are and environment of a new time era in
more than simple wheeled or tracked vehicles. short order.
This Specialization covers how to speed up,
• Hunted: This Skill is useful to avoid, frankly put,
slow, plan track switches, and so forth when in
getting hunted down and eaten. Whether it is on
control of these kinds of vehicles.
an alien planet full of monstrous beasts, stuck
• Transwarp: A specific method of traveling across out in the Wild West frontier while surrounded
the spacetime continuum, transwarp vehicles by hungry wolves or bears, or even just trying
protect the beings inside them from the barrage to avoid the dagger-long teeth of a Cretaceous
of chronometric threats of breaking between period predator, this Specialization helps you
timelines and fixed points in time and space. escape their senses and instincts.
• Yoked: Somewhere between Driving and Animal • Scent Masking: Especially useful in the
Handling, there are many vehicles like sleds, Prehistoric Times era, where many predators
chariots, and even rickshaws that are simply and beasts react aggressively to strange and
small passenger compartments attached to some unexpected shifts in olfactory stimuli, this
kind of yoke or harness used by a secondary Specialization helps a character diffuse or cover
force of propulsion that effectively drags the their current or natural scent to avoid these
vehicle behind them. This Specialization covers kinds of potential threats better.
the ability to steer these kinds of vehicles using

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CHARACTER OPTIONS
2

TARGETING
While the need for ranged combat does not change
from era to era, the tools do. Below are some time-
setting-specific new Specializations for Targeting.
character’s Smarts Essence for time travelers or
Sample Specializations alternate temporal location-based game settings.
• Revolvers: Made famous in the Wild West era, ALERTNESS
revolvers are specific kinds of ballistic weaponry
that operate on a wheel-and-hammer system. Time travelers can learn a lot from what’s around
When a character combines mechanical and them. Ranging from if they’re in danger of creating,
physical efforts into one smooth action, a skilled or are already part of, a paradox to finding out when
gunfighter can use the special Fanning trait they’ve arrived at a location.
(found in Chapter 3: Tools Through Time) more Sample Specializations
effectively.
• Siege Weapon: Used when one or more crew • Chronometrics: To someone aware of what
operate a large machine designed to inflict to look for, many pieces of information reveal
damage upon large, stationary targets. Siege time travel and temporal manipulations. Time
weapons that operate on Targeting are more travelers use this Specialization to notice these
directly firing and aimed inventions, such as the things and adjust their behaviors accordingly to
ballista, black powder cannon, or fire cart. avoid or repair problems.
• Paradox: It is difficult even for the well-
practiced travelers and agents of the spacetime
Smarts-Based Skills continuum to determine which aspects of a
The following are the Skill uses and suggested temporal anomaly or paradox are supposed to
Specializations for Skills associated with a exist in a given timeline, but there are ways.

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When confronted with multiple options or navigation of the spacetime continuum, most
clues toward them, characters can use this primary scientific knowledge follows the same
Specialization to know which parts of reality are rules regardless of when they come into play.
rooted in their correct timeline, and which are
Sample Specializations
aspects of spacetime paradoxes or anomalies
within the spacetime continuum. • Alchemy: A combination of chemistry,
• Temporal Specifics: Time travelers can often herbalism, and homeopathic sciences, alchemy
figure out roughly when they have traveled by is widespread in lower technology eras. This
comparing a few key pieces of data from their Specialization covers culturally accepted beliefs
surroundings. Mapping stars and constellations, and the scientific practice behind alchemy.
ambient temperatures, cultural notes, and more • Chronometrics: This is the study and
can all feed into the traveler’s ability to see understanding of time travel and its practical
roughly when they currently are. applications. Characters who use this
Specialization better understand how time travel
CULTURE functions in theory and practice.
One of the most useful Skills for any time traveler • Nanopathology: The use and study of
or temporal explorer, this Skill is used to show the nanomachines in medical applications.
extent to which a character knows and understands Characters in the far future, such as the Venjix
aspects of different communities and civilizations. Virus alternate timeline, benefit most from this
Specialization.
Sample Specializations
• Arcane: In several time eras and dimensional SURVIVAL
stops along the braids of the continuum, Different time periods require varying levels
magical and mystical arts can be found. This to overcome the environment, and the new
Specialization covers the understanding and Specializations for Survival grant characters ways to
wielding of arcane energies from a knowledge make the most out of hostile environments.
standpoint, rather than a practical standpoint.
Sample Specializations
• Time Crimes: Whether enforcing rules as a
Time Force Ranger or wanting to stay off • Era Specific: This Specialization allows a
authorities’ radar, time travelers find knowing character to focus on a given time era’s
the regulations and guidance around paradoxes noteworthy elements. Characters in the
and anomalies. This Specialization is designed Awakening can use this to narrow down the
to help understand the kinds of infractions Dark Dimension’s influence on animal life.
that could get a time traveler in trouble, and Medieval-era characters can use it to avoid
the legal ramifications for anyone that breaks contracting or spreading the Black Plague.
these laws. While visiting Corinth on Future Earth,
• War Articles: Although war is constant across characters can use this to find technology
all time eras and alternate timelines, the rules uninfected by the Venjix Virus.
and etiquette change from era to era. This
TECHNOLOGY
Specialization helps Time Travelers know when
a duel can settle an argument, which military As time travelers move from era to era, Technology
strategies are famous for the time, and other such changes significantly. The following are new
information. Specializations to help time travelers with tech from
the past and future.
SCIENCE
Sample Specializations
Unless a momentous event in a time era changes
how things function on a core level of physics • Chronotech: The collective Specialization
and theory, the different applications of this Skill covering technology used for and in the
should still maintain the same basic scientific ideas application of time travel. This Specialization
a character might know. While new Specializations is the catch-all for personal or team-based
revolve around complicated concepts and the equipment integral to aspects of time travel. It
covers quantum statistical computers, temporal

50
CHARACTER OPTIONS
2

navigation mapping systems, and various • Transwarp: The physical transmission of living
utility devices. matter through the spacetime continuum.
• Energem: Ancient technology rooted in the Traveling vehicles often use transwarp
Morphin Grid, its Emissaries, and the Morphin technology. It can also be used in stationary
Masters, Energems are potent tools tied elements to open temporal wormholes, and
primarily to the Prehistoric Times era. Power is the most reliable way to create a multi-
Rangers who unlock the secrets of Energems passenger portal access to other time eras.
can use them in various ways. Including using
Energems as homing beacons to major Morphin Social-Based Skills
Grid events in space and time.
The following are the Skill uses and suggested
• Era Specifics: This Specialization covers the
Specializations for Skills associated with a
families of technology found across the many
character’s Social Essence for time travelers or
eras. A character with a Specialization in the
alternate temporal location-based game settings.
Awakening might use it to understand what the
original Morphin Emissaries used to create the ANIMAL HANDLING
Master Arches. A character with an era specific
While useful for any traveler that might cross paths
Specialization in the future could use it to work
with new and interesting animals, there are also eras
on Corinth’s protective shielding.
where the use of beasts of burden or the presence of
• Siegeworks: Popular in the lower technology eras,
livestock is widespread or commonplace. This Skill
this Specialization covers war machines built
is extremely useful in lower technology civilizations
to use science, leverage, and other mechanical
and cultures.
augmentations to inflict structural damage on
stationary constructs and large vehicles.

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CHARACTER OPTIONS
2
Sample Specializations a given time era, characters with access to
• Jousting: Making steed and rider into one quantum computing, transwarp probes, virtual
being for a hundred feet or more, charging commentaries, and other related methods of
down an enemy or an opponent with equal interacting with other eras without traveling
determination, this Specialization combines the there. This Specialization allows a character to
character’s control over the steed and the focus learn gossip and conversational information
on wielding a weapon. about the past or future in the same way as if
• Ranch Hand: A collective set of Skills used to they were present in that time.
command, monitor, upkeep, and aid all kinds
of utilitarian animals that someone might find in
the Wild West or other era.
Perks and Grid
DECEPTION
Powers
The Morphin Grid provides a vast array of methods
Time travelers frequently use half-truths and
for its defenders, and many of these talents, tools,
misinformation to manipulate and adjust the
and aptitudes used by the Power Rangers manifest
local populations. While the tools and data they
in different and powerful ways. These ways, in
use might be specific or more accessible to the
game terms, are often shown as General Perks and
time traveler, the basics of selling falsehoods
Grid Powers.
remain the same.
Sample Specializations New General Perks
• Cover Up: When headed to the past or The following General Perks are accessible to all
alternate timelines, travelers often have to Power Rangers Roleplaying Game characters.
obfuscate why they’re in that era or location.
This Specialization is perfect for using the right
amount of area pre-knowledge and verbal Form Perks
maneuvering to make it seem as though a time Some general perks highlight the ability to modify
traveler perfectly belongs there. the form of Ranger’s Spectrum, such as Ranger
Operator or Time Force. These Perks, noted with
PERFORMANCE [Form], require you to choose a Form when
Aside from arts specifically found in each time era, activating the “It’s Morphin Time!” Role Perk. You
a time traveler’s use of this Skill will be significantly may only benefit from one Form Perk when you
determined by what is popular and available at that use “It’s Morphin Time!” and cannot change your
time and place. This Skill remains unchanged for Form until you use “It’s Morphin Time!” again. Ninja
time travelers, except for the subject matter. Power from the Power Rangers Roleplaying Game
Core Rulebook counts as a Form Perk.
PERSUASION
Other than era-specific terms, the ability to use words ADDITIONAL ZORD
to sway others doesn’t change much from era to era, Prerequisites: Level 6 and Zord Role Perk
and this Skill remains unchanged for time travelers.
The Morphin Grid has seen your need for vehicular
STREETWISE assistance and has answered by giving you access
to a second Zord! This second Zord is most likely
Regardless of the era, learning the ins and outs of dramatically different from your regular Zord to
the social landscape serves people well. While provide flexibility in serving the Morphin Grid.
most uses of this Skill to gather information are
unchanged across time, time travelers from the For each instance you choose this Perk, you may
future can benefit from a new Specialization. add one new Zord to those you can call. You are
allowed to design this Zord as you would any new
Sample Specializations creation, following all of the normal rules for Zords,
• Quantum Research: When needing to discover with the following exceptions:
certain gossip or street-level information from • You may replace your Automatic Zord Features

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with two Zord Features of your choice. • You gain Edge on Athletics and Brawn Skill
• The Spectrum-based Zord Feature for this Zord Tests when comparing strength, competing, or
is always Auxiliary Zord. showing off.
Additionally, you may only ever have one of your GOIN’ HEELS
Zords active in a given scene.
Prerequisite: Initiative Skill at d4 or higher
ADVANTAGEOUS FIGHTER You are a trained gunfighter that knows the
Prerequisite: Finesse or Might Skill at d4 or higher importance of getting the drop on your target. The
first to draw and fire is often the one to walk away
You excel at making the most out of your upper
from a gunfight. You gain the following benefits:
hands in a fight, taking advantage whenever possible.
When making a melee Attack with Edge, you may • You may draw a one-handed Targeting
not suffer more than a total of 2 in penalties. Sidearm as part of rolling your place in the
Initiative order.
BOT-HUNTER • You gain 1 when making Attacks with a
Prerequisite: You must have previously Defeated a one-handed Targeting Sidearm against enemies
robotic enemy of a Threat Level greater than your lower in the Initiative order.
Role Level at the time • If you have the highest Initiative order in the
You are adept at taking apart robotic foes, from scene, your one-handed Targeting Sidearm
the minions of the Machine Empire to the infected Attacks gain +1 base damage.
Attack Bots of the Venjix Virus. GRID SOLDIER
• Gain +1 to all Defenses against the actions of Prerequisite: You must have previously participated
robotic Threats in a Combat scene with 20+ combatants
• You enjoy 1 on all Skill Tests against
mechanical Threats You have fought and survived in wars that turned
you into more than just a champion of the Morphin
CHRONO BREAK Grid. You are a soldier for the forces of light and
order, granting you the following benefits:
Prerequisite: Time Force Ranger
• As a Free action, you may spend 1 Personal
The weapons used by Time Force Rangers accumulate
Power to remove the Impaired condition from
minuscule fragments of temporal energy, which
yourself or an ally within 5 feet.
usually harmlessly dissipate, but you have learned
to use them in your Attacks. You add the following • You gain 1 on Skill Tests against enemies of a
Critical Effect options to your Chrono Blaster, Chrono Threat Level that is lower than your Role Level
Saber, and Quantum Defender Attacks: by 3 or more.
• Regenerate 1d2 Power. HISTORY BUFF
• Remove one Condition you currently possess. As a devoted student of history, giving you the
• Heal one 1d2 Health or 1 lost Essence following benefits:
score point.
• You gain a 2 bonus on Culture (History)
COMPETITIVE STRENGTH Skill Tests.
• You are better than most at avoiding paradoxes.
Prerequisite: Brawn Skill at d4 or higher
Your actions and activities roll one die smaller
The need to be the strongest person in the room (minimum of d2) when determining if they
fuels you, and you relish any opportunity to show create Continuum Anomalies (see page 113).
off. Upon acquiring this Perk, the following benefits
become true: INHERITANCE
• Your Brawn Skill’s d2 can be used to determine You had a wealthy or influential family member,
if a Skill Test is a Critical Success. family friend, or mysterious benefactor that left you
• Your Brawn is considered to be 2 Skill Ranks a significant amount of valued assets, giving you the
higher for determining how much you can carry. following benefits:

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2

• You gain Edge on all Wealth Tests. Dimension Possessed, Darkonda, and others,
• You possess two selections from the following suffer 2 on any Skill Tests against you.
list: a standard commercial vehicle, an
above-average quality living space, a piece of
KEEP YOUR COOL
expensive art, a unique piece of literature, or an Nothing phases you anymore, and you are at your
expensive piece of jewelry. best when you keep a level head. You are immune
to the Frightened condition, and all attempts to use
LANCE OF LIGHT the Intimidation Skill on you suffer Snag.
Prerequisites: Must have Defeated a Threat
Level 8+ enemy
PERSONAL HEIRLOOM
You own an item of exquisitely skilled craftsmanship
You can summon a powerful weapon of the Light to
that has been passed down in your family for
your hands by spending 2 Personal Power, lasting
generations and has ended up in your possession.
until you dismiss it, the scene ends, or until you are
You may choose any piece of standard equipment
Defeated. Upon activating this Perk, you gain the
or a non-Power weapon as your Heirloom. When
following benefits:
making Skill Tests that utilize the item, you gain 1.
• You may spend your Standard action to inflict
1 Energy damage to any target within 10 feet RANGER OPERATOR [FORM]
without a Skill Test. Prerequisite: Maximum Personal Power of 2 or
• You have Resistance to Energy damage. higher, Survival Skill of d4 or higher
• Enemies with direct ties to the Dark
Dimensions: Dark Dimension Phantasms, Dark

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You replaced your Power Morpher with one of the


Racing Performance Machine Morphers. When you
activate your It’s Morphin’ Time! Role Perk, your
Morphin shell is replaced by a Covert Infantry Bio-
Suit, turning you into a Ranger Operator version of
your Ranger Role. You gain the following benefits:
• Instead of gaining a Toughness armor bonus
based on your armor proficiency, you gain a +2
Armor bonus to Toughness and Evasion.
• You have 1 on all Driving and Survival Skill Tests.
• Replace your Morpher with a RPM Morpher
(see page 68).
• If you are a Core Ranger Spectrum Role,
replace your Blade Blaster with a Nitro Blaster
(see page 80).
• If you are a Core Ranger Spectrum Role,
replace your standard Power Weapon with a
Rail Saber (see page 80).
• If you are an Advanced Spectrum Role, replace
your Blade Blaster and standard Power Weapon
with a Cloud Hatchet (see page 80).

SAVANT SKILL
STORM OF LEAD
From an early age, you have had a special
Prerequisite: Targeting Skill at d4 or higher
understanding of a specific life Skill, always
knowing the basics almost as a matter of In your hands, a revolver is a bullet-spitting, target-
instinct rather than just training. You must dropping, mechanical machine of destruction! When
choose a Skill from the following list: Athletics, using a weapon with the Fanning (X) weapon trait, the
Acrobatics, Driving, Alertness, Culture, Science, X value is +1, and the first Attack receives a 1 bonus.
Survival, Technology, Animal Handling, and
Performance. When using that Skill, you gain the
TIME FORCE [FORM]
following benefits: Prerequisite: Maximum Personal Power of 2 or
higher, Culture Skill of d4 or higher
• You may roll your Skill Test as 1d20+1d4,
regardless of Snag, Edge, or modified You replaced your Power Morpher with a Chrono
Skill Ranks. Morpher that augments your Morphin shell in
• If you spend a Story Point to re-roll a die using amazing ways, turning you into a Time Force
this Skill and your second result fails, you regain Ranger version of your Ranger Role. You gain the
that Story Point. following benefits:
• You have Edge on all Skill Tests with a
SPLIT-SECOND REACTION Specialization concerning time travel.
Through your connection to the Morphin Grid or • You replace your Blade Blaster with a Chrono
the spacetime continuum itself, your perception Blaster (see page 74).
of the passage of time becomes intensely sharp • Your replace your standard Power Weapon with
when your adrenaline spikes, making it seem like a pair of Chrono Sabers (see page 74).
time has slowed down significantly. You gain the
• You change out your Wrist Communicator with
following benefits:
a Chrono Communicator, Time Badge, and
• You gain a +1 bonus to your Evasion Defense. Visual Scanner (see pages 68-69).
• You ignore the Ballistic trait on Attacks that • You may spend 1 Personal Power to convert
target you. your Chrono Sabers into an Electro Booster
(see page 74).

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CHARACTER OPTIONS
2
• You may spend 1 Personal Power to summon temperatures to freeze enemies. You can choose for
a Vector Weapon (see page 74) of your choice your Unarmed strikes to deal Cold damage instead
until the end of the scene. of their normal damage type. In addition, you may
spend 1 Personal Power when you hit to inflict the
WELL-TRAVELED Impaired Condition on the target until the beginning
Prerequisite: Culture Skill at d4 or higher of your next turn.
You have been far and wide, and you retain useful FORTIFIED SHELL
knowledge from all of the places you’ve been and
people you’ve met. You gain the following benefits: You can fortify your Morphin shell to better protect
you as thicker, plated armor. Your Morphin Shell’s
• Whenever using your Culture or Streetwise armor bonus to Toughness increased by 2 to a
Skills to glean information about a specific maximum of +5. Additionally, a side effect of the
people, place, or item of significance, you may plated armor visuals on your Morphin shell allows
re-roll any single die involved, d20 or skill die, you to blend in with some lower technology societies
and must accept the second result. better, gaining 1 to Skill Tests used to interact with
• You become fluent in two additional Languages low-tech locals socially while Morphed.
from your travels.
FUTURE VISION
New Grid Powers Your connection with the space-time continuum grants
you momentary visions of potential future events. You
The following Grid Powers are accessible to all
may spend up to 3 Personal Power at the beginning of
Power Rangers Roleplaying Game characters.
any scene to have access to a Skill Test re-roll during
BRAZEN STRIKE that scene for each Personal Power spent. If your re-roll
results in a failure, it is downgraded into a Fumble,
Landing a solid blow on an enemy can reinvigorate regardless of the actual dice results.
even the shakiest nerves in short order. If you are
under the effects of the Frightened or Mesmerized GUARDIAN STRIKES
conditions and successfully inflict damage upon
Whether from being trained on Eltar to serve as one
an enemy with an unarmed Attack, you remove the
of its protectors, or from watching historic records
above conditions.
of Zordon’s earliest days as a Bronze Guardian, you
CHARGE IT UP! know how to wield a heavy melee weapon with
grace and tactical ability. Whenever attacking a
You can funnel your Grid energy into your melee target of Large size or smaller with a two-handed
weaponry for devastating Attacks. You can spend melee weapon, you may choose to inflict no
a Standard action and 1 Personal Power while damage when you hit. Instead, you may impose
Morphed to cause your next melee Attack with a one of the following conditions: Impaired, Prone, or
Power Weapon to ignore all benefits gained from a Restrained until the beginning of your next turn.
target’s armor and any Resistances, immunities, or
other damage mitigation effects. GREMLINS’ MISCHIEF
CHRONO-FILE ACCESS You can send a powerful Grid energy discharge
into a mechanical or computerized target’s sensitive
Using the advanced technologies available to Time systems. By spending 1 Personal Power when
Force Rangers, you can tap into vast resources targeting a mechanical, robotic, or computerized
of historical and quantum data. By spending a target, all of your Unarmed strikes inflict
Standard action and 1 Personal Power, you may Electromagnetic damage instead of their normal
learn an enemy’s highest Defense value, its most type until the end of your turn.
damaging Attack, and any Hang-Ups it might have.

CRYOGENIC TOUCH
You have augmentations in your Morphed form
New Element Type –
that use temporal stasis fields and supercooled

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STYLISH STRIKE
Electromagnetic You deal damage in flashy and flamboyant ways,
especially when someone else can see how cool
This is the first time the Power Rangers
you are. Anytime you inflict a Critical Success
Roleplaying Game has given its characters the
with any kind of melee Attack, you remove the
ability to inflict, or suffer, this new Element
Frightened, Impaired, or Mesmerized conditions
damage type.
from all allies in the scene.
Electromagnetic damage: Powered with
energy that disrupts machinery, electromagnetic TIME JET
weapons ignore computerized bonuses to You have been given access to another non-Zord
Evasion, and are 3 against computers, Time Force vehicular asset–the glider-like Time
computerized vehicles, and fully robotic targets, Jet! Stored in a collapsed quantum state until 3
but are 3 against all other targets. Personal Power are spent in any combination
by you and your teammates, the large glid and
gravitic-powered glider becomes full size and
MEGAZORD LINK under your control. Statistics for the Time Jet can
With the right energic connection, you become be found on page 71.
the central hub of a Megazord’s controlling
mechanisms. While piloting a component Zord TIME STRIKE
within a combined Megazord, you can spend 1 When armed with a pair of Chrono Sabers, you can
Personal Power to gain a 2 bonus to your Driving tap into their special chronometric properties to
Skill Tests until the end of the scene. unleash a powerful temporal Attack. As a Standard
Additionally, and not contingent on the activating action while Morphed, you can spend 1 Personal
the first part of this Grid Power, anyone participating Power to make a single Attack Skill Test with your
in a Driving Skill Group Test with you as part of Chrono Sabers. If it hits, this Attack counts as both
piloting your Megazord may re-roll any single die Chrono Sabers hitting for their base damage, and you
involved once per turn and accept the second result. can activate one of the Chrono Saber’s Alternate Effects
as if achieving an additional Degree of Success.
MORPHBLAST
VECTOR/STRATA CYCLE
You can flood your local area with Grid energy when
you Morph. Anytime you assume your Morphed Like other Ranger non-Zord vehicular support, there
form, you can spend 1 Personal Power to emit a are some specialized situations where a smaller,
small energic explosion all around you–rolling an personal transport is the perfect fit for a mission.
Attack using 1d20+1d4 against all adjacent targets You gain the ability to produce either a Strata Cycle
that inflicts 1 Energy damage if successful. or Vector Cycle (see page 70 and 73, respectively)
by spending 1 Personal Power, causing it to expand
RAPID MORPH from its capsule size into an adjacent position. It
There are instances where a Power Ranger needs returns to its capsule-storage form at the end of the
to forego even the few seconds it takes to assume scene. This vehicle matches your Spectrum color,
their Morphed form. By expending 1 Personal Power and you gain Edge on Driving Skill Tests when
while interacting with your Morpher, you assume piloting it.
your Morphed form as a Free action that does not WILLFUL STRENGTH
require the verbal activation phrase.
Within you is a deep and powerful reserve of
REV YOUR ENGINES! fighting spirit that defies the very laws of physics.
You enjoy a superior connection to the machines You are a true survivor that pushes past the pain
you pilot. When you are a driver, or co-pilot, of any anytime you are tested. You may spend 1 Personal
kind of vehicle including your Zord and Megazord, Power at the beginning of a scene to gain a number
you can spend Personal Power gain 1 on a Driving of bonus Health equal to the Ranks you possess in
Skill Test. You may not spend more than 3 Personal the Survival Skill.
Power this way per turn.

58
CHARACTER OPTIONS
2
New Contacts Summoning Contacts
Player characters call on their Contacts for aid
Power Rangers share a mission of defending
with a special Standard action.
innocents and protecting the Grid, and they’re not
alone in their battles against evil. In the Power
Summon Contact: Once per scene as a
Rangers Roleplaying Game, these friends, allies, and
Standard action, you can call on an available
comrades can be represented as a Contact, a non-
Contact. Your group can use your Contact
player character (NPC) that the player characters can
starting this turn. The Contact remains available
call on for help.
until the end of the scene or until they run out
A Contact could be a character elsewhere in of Allegiance Points.
the scene that can contribute when needed. For
example, when Scorpius launches a new attack, the
The nature of the summoning is up to the players,
Rangers may need to call on the Magna Defender
the GM, and the narrative. Contacts could be on
to help them. A Contact could be a non-combatant
location with the player characters, elsewhere in the
accompanying the team whose skills come in
scene. Perhaps they’re taking hiding from Stingwingers
handy. For example, if the Rangers rescue Professor
in their crashed ship when the Rangers arrive or
Phenomenus, they could later turn to him for help
preoccupied with their own objective. Alternatively,
to identify strange stellar phenomena. A Contact
they could be accessible through Gridwide
can even be miles, or planets, away but reachable
Communicators, using their Contact Perks through
through a Gridwide communicator, or even by
advice or remote weapons. Summoning a Contact
recalling their past sagely advice. For example, if
could even be harkening back to a past conversation
a S.P.D. S.W.A.T. team could be waiting to help
that’s gained new relevance. The GM ultimately
detain Divatox’s Piranhatrons or to help innocents to
decides if a Contact can be summoned, based on the
safety while the Rangers focus on the pirate queen’s
nature of the aid they can provide. For example, even
newest monstrous mercenary.
if Commander Stanton is not there to tell the Rangers
Contacts aren’t there to overshadow the player the best way to captain the Terra Venture, they could
characters. As a background element, they don’t rely on a technique he showed them for boosting the
roll Skill Tests to use their Perks, and the range of ship’s shields. If Commander Stanton isn’t in the scene,
their abilities is intentionally vague. They cannot though, they might have to rely on their own Skill
be targeted or harmed. Imagine a Contact is as Ranks in Persuasion to motivate the colony ship’s crew.
competent as any player character in the scene, and
they’re spending their actions being helpful every
turn in ways that only take effect when the players
Using Contacts
spend Allegiance Points to gain the benefits of a Once summoned, Contacts help the player
Contact Perk. characters to the best of their abilities.
Player characters can use Contacts they’ve
Gaining Contacts summoned by spending a special resource called
Allegiance Points. Contacts enter a scene with a
Player characters acquire Contacts during their
pool of Allegiance Points, usually 3. The players
campaigns. Each Contact stat block includes 1
can choose to spend Allegiance Points to gain the
to 3 methods to acquire the Contact, typically
benefit of a Contact Perk. The players need to agree
by interacting with them between missions and
on what they’re spending Allegiance on and how
completing skill challenges. However, Contacts can
much. Contact Perks cost 1 to 3 Allegiance Points.
also be gained organically through a campaign’s
narrative, or even worked into a character’s In combat, Contacts act at Initiative 0 beginning
backstory, with the GM’s permission. For example, on the turn they are summoned. A Contact’s
a player could decide their brother is an upstanding Initiative score can’t change unless an option
member of the S.P.D. Then, if the Rangers end up on changes it. On the Contact’s turn, the players can
the wrong side of intergalactic law, the player could choose from the Contact’s list of Contact Perks,
summon their brother to delay warrants for their spending the listed Allegiance Point cost. If the
detention until they can clear their names. players don’t want to use any of the Contact’s Perks
this turn, they don’t have to.

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Outside of combat, summoned Contact act as Name: The Contact’s name, whether it’s a
they’re needed. The players decide when their character’s proper name like Andros, a title like
summoned Contacts act, typically choosing the Captain of the Terra Venture, or a descriptor related
order that makes the most sense for what they’re to their purpose in the story like Space Patrol
trying to accomplish. Delta Agent.
Description: A brief summary of who this
Contact Exits character is, what they look like, and how the GM
should roleplay them.
When a Contact runs out of Allegiance Points, they
either leave the scene or fade into the background. Gaining a Contact: 1 to 3 methods to gain
GMs can still use them narratively, as they are this NPC as a Contact. Some methods allow
characters in the campaign and not disposable for temporary or limited access, others make
pieces of equipment. However, remember that the the Contact permanently available to summon.
Contact rules are meant to impact the game in a Gaining a Contact permanently involves more
way consistent with the character’s significance to complex requirements to achieve, and often require
the setting and plot without requiring a lot of time the GM to create scenes during downtime to
and energy. accommodate them.
If a scene ends and a Contact still has unspent Allegiance Points: The amount of Allegiance
Allegiance Points, they might be available to summon Points the player characters can spend on Contact
again in a later scene, depending on the narrative. Perks when they summon the Contact, typically 3.
Unless the story states otherwise or the narrative Contact Perks: 1 to 3 Perks, in alphabetical order,
justifies an exception, Contacts only regain that describe the benefit of the Perk and how many
Allegiance Points after the scenario, at which point Allegiance Points it costs to use.
they regain all their Allegiance Points.
Silver Guardians

Reading a Contact Stat Prerequisite: Level 1 or higher or Agency Influence


(with Silver Guardians)
Block Mr. Collins has dispatched a small fire team of
Contact stat blocks provide the following quantum-augmented Silver Guardians to help you
information, in the following order: with your situation.
Allegiance Points: 3

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CHARACTER OPTIONS
2
GAINING AS A CONTACT Time’s Up! (3 Allegiance Points): The Time Force
Bought and Paid For: The Silver Guardians are, at Agent levels a V-Blaster on an enemy target
their heart, a mercenary company who Threat with 3 or fewer remaining Health,
defends Mr. Collins’s interests as well as any blasting them into a cryo-storable state,
who can afford their fee. If your team can Defeating them.
afford the fee, they can summon the Silver The White Knight
Guardians once per adventure.
Prerequisite: Level 4 or higher; must have performed
Strategic Defense: If your adventure takes place a heroic act
on in an area Silver Guardians are paid to
defend, Rangers can call upon them to help The mysterious White Knight is always lurking
during that scene if the Rangers don’t go near you and your team, ready to emerge from the
against the Guardians’ orders. afterlife long enough to raise its blade against evil.
Allegiance Points: 3
CONTACT PERKS
GAINING AS A CONTACT
Need Help, Citizen? (1 Allegiance Point): One
team member receives the benefit of a Lend One Knight to Another: If one of your Rangers
Assistance action on their following turn maintains an oath of knightly conduct or
Freeze! Put ‘em up! (1 Allegiance Points): An similar behavior, they are sought out by the
enemy of the team’s choice suffers Snag on White Knight as a comrade in arms. If the
all Skill Tests on their following turn. character maintains their oath and friendship
with the White Knight, they should be able to
Fire at Will! (3 Allegiance Points): Either all enemies call upon him once per adventure.
in the scene suffer 1 Energy damage or a
single enemy of the team’s choice suffers 3 Protecting the Battle Fire: If your Power Rangers
Energy damage find themselves protecting the Battle Fire,
or worthy of the Battle Warrior Battlizer,
Time Force the White Knight works alongside them
Prerequisite: Level 4 or higher or Agency Influence and can summon him when forces directly
(with Time Force) threaten it.

Time Force team management have transported CONTACT PERKS


a dedicated Time Force agent to help you and Have at Thee! (1 Allegiance Point): One enemy of
your team. the team’s choice suffers 2 Energy damage
Allegiance Points: 3 on a 3+ roll on 1d6. If this Contact Action
fails to damage an enemy, the White Knight
GAINING AS A CONTACT regains 1 Allegiance.
Anomalous Behavior: If the Rangers come across a Away, Darkness! (1 Allegiance Point): All friendly
temporal anomaly or paradox, it’s a safe bet characters may inflict Energy damage
the Time Force will show up. When the Time on any of their Attacks during the
Force are in a scene, they work with local following turn.
Rangers as best they can, allowing Rangers
to use them in that scene. The Light Guides Us! (2 Allegiance Points): Choose
one Condition and remove it from all
CONTACT PERKS friendly characters within 60 feet.
No Time for Mistakes (1 Allegiance Point): One Fight me, Knaves! (2 Allegiance Points): All enemy
team member receives the benefit of a Lend Attacks within 60 feet of the Knight’s
Assistance action on their following turn location suffer Snag until the start of his
Chrono Cross Attack! (2 Allegiance Points): All next turn.
enemies in a 15-foot × 15-foot area suffer 1
Sharp damage.

61
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CHAPTER 3
TOOLS
THROUGH TIME
Equipment precise transit to a specific point in spacetime or
more of a dumping point that sends the travelers
Considering that Power Rangers manifest most of into the era with little direction. Sometimes, portals
the technology they need through their connection seem to result in perfectly accurate aim within the
to the Morphin Grid, there is always room for more continuum, while others get the when part of travel
and better aid from the rest of the world—or worlds. correct but are a little vaguer on the where.
Whether it is the meta-science behind how to safely A variety of Power Rangers equipment can open
slip between timelines and eras, weapons powered time portals, but the GM should decide how they
by theoretical connections between energy and time are available to the characters.
itself, or artificial methods for harnessing the might
of the Morphin Grid, even the most well-prepared CHRONOMANCY – MAGICAL TIME
Power Ranger teams cannot hope to win against all TRAVEL
evils without the right tools.
There are a few different instances of magical spells
This chapter contains several useful pieces of and mystic artifacts being used to send beings,
equipment, weaponry, vehicles, and Zords designed and sometimes entire sections of reality, slipping
to help the Power Ranger teams wage their battles through the flow of time. Many items can magically
against evil across the timelines and temporal eras. enable spacetime manipulation, whether a traveler
is on their way willingly or someone hurled into or
Time Travel Equipment plucked from any time era.
In the Power Rangers universe, there have been The following are examples of chronomancy-
numerous different narrative points where time based equipment.
travel took place. Either through the purposeful
The Dark Wand
or accidental application of various technologies
or mishaps. The hard sciences involved with Possessed primarily by the infamous Wizard of
such events were never truly discussed, which Deception (see page 222), this glittering, crystal-
can often be better for storytelling in the long tipped, metallic rod has been known to tap into
run. Still, the results are the same: Power Rangers chronomantic energies. In the hands of a capable
and other beings move through space, time, and user, the wand is a remarkably powerful mystic
inter-dimensional boundaries. This section briefly artifact capable of bending reality itself. This
describes the various methods of time travel. includes sending or retrieving creatures en masse
to and from the past or future. It stands to reason
TIME PORTALS that the wielder of the dark wand could use it to
A catch-all terminology for opening a direct route themselves travel through the continuum.
from one temporal signature to another, several Using the dark wand proficiently requires the
ways have been used to create time portals. user to bear special Perks and abilities that will be
Depending on the method used to create such introduced in another Power Rangers Roleplaying
a time-traveling route, the portal can range from Game sourcebook based upon mysticism and

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A JUMP THROUGH TIME
POWER RANGERS ROLEPLAYING GAME

magical Power Ranger assets. However, until those scrolls function in terms of precision, number of
game mechanics and resources are available, a DIF target travelers, and so forth.
20 Culture (Arcane) Skill Test allows a character to While it is helpful to have mystic or magical
get the dark wand to perform some kind of spell on abilities to use a scroll, a character needs only
behalf of the wielder. The Dark Wand and its spells to know the language the scroll is written in and
should ultimately be left up to the GM. succeed in a DIF 14 Culture (Arcane) Skill Test
Energems to understand the parameters of the time scroll in
question. Enacting the inscription, once understood,
Energems are physical manifestations of is as easy as spending a number of Standard actions
concentrated primal Grid energies, usually found equal to the number of travelers and succeeding
in the distant past. While arguably not involved in in a DIF 12 + number of travelers Performance
time travel, energems can envelop its possessor(s) in (Incantation) Skill Test, or another suitable Skill.
a temporal cocoon. This cocoon allows the energem Failure means the spell did not activate successfully,
and its user to survive out of time and avoid the whereas a Fumble means the spell worked–just not
entropy of its passing. Energems and their owners how it was supposed to. This circumstance could be
have even been uncovered millions of years after the beginning of a very interesting side plot in any
going into hibernation and still function perfectly. game campaign!
Sitting in a perfect pause in spacetime for millennia
may not be as efficient as opening a time portal or S.P.D. CHRONO-PERSONAL TRANSIT
wormhole, but it still allows for a moment in time to
SYSTEM
be placed in a proverbial bubble, only to be popped
and released in another era. Far in the future of Space Patrol Delta, their
technicians have unlocked at least one predictable
Time Scroll method of time travel–the C.P.T.S., or Chrono-
A time scroll contains magic incantations that tap Personal Transit System. An advanced machine
into chronomantic energies rooted in the use of a converts a single target into a compact sphere of
spell or ritual. If a user can read and perform the codified light and energy and hurls them through
instructions on the scroll, the enchantment takes a micro-wormhole directly to the point in the
effect, and its target(s) travel to where- or when- mapped timespace. Using the C.P.T.S. requires the
ever the spell indicates. Scrolls and the spells they destination to be either in the past, on historical
contain can be of varying quality, so using them can record, or delivered as quantum coordinates by an
lead to a high amount of variability in how the time even further future traveler.

64
TOOLS THROUGH TIME
3
Using a C.P.T.S. requires a variable DIF Time Ship
Technology (Chronotech) Skill Test required to make Used by several different civilizations to access
the process function as intended: temporal travel, the term time ship is a general term
for any vessel that moves through time and space.
TABLE 3-1: C.P.T.S. TARGETING There have been versions used by alien species, the
TECHNOLOGY Silver Guardians, Time Force agents, and arguably is
TARGET DESTINATION
(CHRONOTECH) DIFFICULTY part of the construction of the mysterious Phantom
Well Documented Past DIF 10 Ship used by the Ranger(s) of the same name.
Vague Past DIF 14 Time ships shield living beings from the potentially
Figurative Past DIF 18 devastating energies of traveling through transwarp,
Future Coordinates DIF 15 making them one of the more common ways to
time travel.
Future; Date Only DIF 30
While individual ships might differ from example
TIME FORCE CHRONOTECH to example, the most common version, the one used
by Time Force agents, has its full statistics later in
It makes sense that the largest amount of reliable
this chapter, on page 71.
chronometric time travel equipment stems from the
constant achievements and advancements made by Time Tracker
a law enforcement agency focused on time crimes. A time tracker is a small electronic disc that can
Devoted technicians have worked around the be attached to a specific piece of equipment or
proverbial and literal clock to connect their agents another inorganic item to create a rooted set of
with their quantum-actualizing computer mainframe temporal coordinates to facilitate time travel better
to their agents. using other equipment. Nearly all equipment used
This beyond-advanced computing system compiles by Time Force has integrated time trackers installed
all of history known to Time Force together, receiving within them.
constant updates from temporal probes and agent Time trackers do not have an activation process
reports to stay as informed on the flow and sanctity required to function, and any Skill Tests needed to
of the spacetime continuum. This information is then home in on a location in spacetime within 30 feet of
pored over and researched by agency specialists who a time tracker has Edge.
look for paradoxes and temporal anomalies in places
where Time Force agents, often Power Rangers, can Transportal Device
be dispatched to rectify the situation. A transportal device opens precision portals
The following are some of the most famous pieces through timeline and inter-dimensional boundaries.
of Time Force chronotech equipment they use to While remarkably powerful, transportal devices
facilitate time travel: require a heavy energy cost from both the user and
the environment, relegating them to emergency
Transwarp Arch
use only.
Designed using many similarities with the original Using a transportal device requires the
Master Arches used to access the Morphin Grid, the expenditure of 2 Personal Power and a successful
Transwarp Arch is a massive permanent structure at DIF 16 Technology (Chronotech) Skill Test. When
Time Force headquarters that sends Time Flyers and the device activates, it always rolls to check and see
other assets through a stable transwarp tunnel to if it has created a Continuum Anomaly (see page
within a few hundred feet of a specific time tracker. 113), using a variable die based upon the results of
This massive piece of equipment will be part of the Skill Test: 1d2 for a Critical Success, 1d4 for a
a Time Force installation somewhere in the future. Success, 1d8 for a Failure, and 1d12 for a Fumble!
In addition to the gate itself, a unique rail-hangar-
robotic delivery system pushes vessels through the
gate, though whether there is a reason for such a
Era-Specific Equipment
system is unknown. This section offers examples of equipment time
travelers can find in various eras.

65
A JUMP THROUGH TIME
POWER RANGERS ROLEPLAYING GAME

THE AWAKENING had a Personal Power Capacity of 1 but requires an


The following equipment are examples of useful outside source to recharge it.
gear available when the original Morphin Emissaries MASTER VILE’S WAR
– the first actual Power Rangers to exist – opened
the Morphin Grid up to exploration and needed to When Master Vile and his evil generals set out to
defend our reality. claim the universe in his name, entire planets fell
to their predation. One planet in particular, Eltar,
Archkey formed an elite fighting force to battle Master Vile
Far more important and powerful than it might first and his minions. These are two pieces of equipment
seem, the archkeys are elaborate scientific devices that was helpful in those conflicts.
that put out half of a quantum signature code Eltarian Harmony Clasp
that connects with one of the stationary archway
constructs. A character can activate an archway A thin rope of leather or braided gold set with
with an archkey with a simple DIF 10 Technology a delicate, elaborate crystal that is worn around
(Grid Tech) Skill Test. Once active, the arch creates the neck so the inside edge of the crystal presses
a stable transportation portal opening to the against the user’s vocal cords. This device is a
Morphin Grid. highly advanced translation module that allows all
spacefaring races to understand the user’s speech.
Aside from being able to travel into and through It should come as no surprise that the harmony
the Morphin Grid, being in the same scene as an clasp is the ancient predecessor of the gridwide
open Master Arch regenerates 1 Personal Power to communicator used by many Power Ranger teams
anything or anyone that can store Personal Power. in the future.
Possession Scanner Guardian Cuirass
When the Morphin Grid was first opened to Eltarian guardians wore thick-plated armor designed
this dimension by the mysterious Morphinaut, to maintain flexibility and defend against their
the first known Phantom Ranger, the monstrous enemies. Made from highly adaptive metallic alloys
attentions of Dark Specter poured his phantasms layered with crystalline micro-systems, Eltarian
into this reality. These foul entities possessed designed this armor to look baroque, intimidating,
creatures and items at random, and the Morphin and awe-inspiring.
Grid’s champions fought them for a long time.
The Morphin Masters developed this device, The guardian cuirass is a special kind of
a handheld or helmet-mounted scanner that Restricted-grade Medium Armor that offers a +2
leads the user like a compass to the nearest armor bonus to Toughness, possesses Silent and
concentration of Dark Dimension energy. Using a Deflective traits, and can be worn over a Light or
possession scanner grants a 2 bonus to Alertness Medium-classed Morphin shell without penalty.
and Technology Skill Tests used to locate Dark Additionally, the Mystic trait does not ignore the
Dimension Phantasms, Dark Dimension Possessed, cuirass’ armor bonus.
and similar Dark Dimension denizens on our plane PREHISTORIC TIMES
of existence.
In a time when dinosaurs ruled the earth, there was
Power Containment Suit very little technology to be had – requiring time
Used by the original science teams to open and travelers to bring everything they would use with
explore the Morphin Grid and its tumultuous them. Without the right supplies, things could be
energies, the standard power containment suit is much more difficult for everyone involved.
a thick polymer suit that fully encapsulates the Prehistoric Survival Tools
wearer to protect them from the ravages of raw
Grid energy. Counting as Light Armor which offers Made from bone, stone, wood, and other natural
a +2 armor bonus to Toughness, Resistance to materials, this toolkit contains everything a traveler
Energy, the Deflective trait, and the ability to store needs to make shelter, find food, and collect water
and access 1 point of Personal Power. Wearing this in the dangerous Prehistoric Times temporal era.
armor allows the user to spend this Power as if they

66
TOOLS THROUGH TIME
3
In addition to including everything a character Honorific Token
needs to make Survival Skill Tests without penalty, Small pieces of art, personally written scrolls,
the materials here leave no record behind to create ribbons of fine silk, and other personal items
Continuum Anomalies (see page 113). bear significant importance for people during the
Medieval Era. If someone is granted an honorific
DYNASTIC ERA
token from their liege lord, a lover, or someone else
During the dynasties of Egypt, weapons were often of great stature, they may spend a Move action once
made of wood or stone with bronze additions per day to regain a Story Point after spending it.
where needed. Arrowheads, spear- and javelin-tips,
khopeshes, daggers, and chariot-driver armor were Layered Armor
made of bronze. During this period, metallurgy The most recognizable (and expensive) armor of the
was expensive, and the bronze weapons were often time, armorers constructed layered armor by starting
brittle and prone to breaking if they struck metal with leather or padded coarse fabric armor, covering
armor, strong wooden shields, or bone. Despite it with flexible metal armor, and then covering that
these limitations, the Dynastic Era left an impression with heavier, metal or banded armor to custom create
on the champions of the Morphin Grid. a suit that provided the maximum protection from a
variety of attacks. In Europe, plate mail serves a as a
Khopesh
fine example, while in Asia, Japanese samurai armor
For a khopesh, use the statistics for a Martial arts is a common example. Layered armor offers a +4
medium blade as found in The Power Rangers armor bonus to Toughness and has the Deflective trait.
Roleplaying Game Core Rulebook, page 112-113. Layered armor was often subject to a great deal of
artistry, adding a 1 bonus to Persuasion (Leadership)
Shields
Skill Tests while worn.
Shields became common in this era, and while
often made of wood (or, more rarely, bronze), small
shields serve the same function as a buckler and
larger ones perform as a heater shield. Statistics for
Shields
both are in the Medieval Era section. Common throughout history, shields offer
extra protection at the expense of offense. While
Linen armor
equipped, a shield attaches to a forearm and
Foot soldiers of the time work simple armor of provides its passive bonus while keeping the
textiles layer together by animal glue. This serves the hand free. You may spend a Move action and
same purpose as Light Armor, granting a +1 armor devote the shield hand to protection, changing
bonus to Toughness. the benefits from passive to active. Returning to
passive mode is also a Move action.
Bronze Scale Armor
Wealthy soldiers, chariot drivers, and nobility wore
scale armor made of bronze. This serves as Medium Shield, Buckler
armor, granting a +2 armor bonus to Toughness. A dinner-plate-sized disc of reinforced metal, often
backed with leather, held in one hand to deflect
MEDIEVAL ERA incoming strikes. A buckler shield's doesn't offer
In the time of kings, queens, and knights, many any passive bonus, and its active bonus is +1 to
advances in culture, art, and science resulted in Evasion or Toughness.
several pieces of equipment common to the era.
Shield, Heater
Alchemist’s Lab
The stereotypical knight’s shield, the heater shield
A cross between a tabletop scientific chemistry set is a triangular, rectangular, or oval-shaped plank
and an herbalist’s pack, the Alchemist’s Lab contains of wood reinforced with bands or studs of metal.
everything someone needs to create interesting and Heater Shields grant +1 Toughness in Passive mode
possibly useful tinctures, potions, salves, and other and +2 Toughness in active mode.
concoctions. Without an Alchemist’s Lab, Science
(Alchemy) Skill Tests suffer Snag.

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POWER RANGERS ROLEPLAYING GAME

WILD WEST Engine Cells


America’s Wild West was a tumultuous period of A universal source of biotech energy for Ranger
growth and an era of iconic good versus evil battles Operators, engine cells power much of the Ranger
in street-level duels and epic shootouts. Operators’ equipment. The cells can transform
miniaturized attack Zords into full-size Zords
Prospector Toolkit when inserted.
Containing canvas sacks, measurement scales, Engine cells can also be used to power the
mining pick, journal, charcoal pencils, a panning combined forms of different R.P.M. Sidearms,
screen, and a bucket, the prospector toolkit is used allowing them to take double the normal listed
for all things mining and panning for gold, silver, number of Attacks with the combined form.
gems, or other items of value from the western Additionally, a Power Ranger could drain an engine
frontier. If used effectively, a character with a cell directly to regain 2d2 Personal Power as a
Prospector Toolkit can gain a 1d4 bonus to any Standard action.
Wealth Test once per week of steady use. This bonus
can be increased to 1d8 with a successful DIF 16 Racing Performance Machine Morphers
Survival Skill Test. These specialized morphers allow Ranger Operators
to artificially access Morphin Grid energy and
their nanotech bio-suits. There are three kinds of
FUTURE EARTH/CORINTH RPM Morphers:
Many new kinds of equipment are necessary to • Cell Shift Morpher: This is the basic RPM
survive in this alternate timeline where the insidious Morpher, and seconds as a summoning
Venjix computer Virus attempted to annihilate node for the R.P.M. Zord Attack Vehicles and
humankind. communications device.
Biotech Toolkit • Rev Morpher: Modelled after a vehicular gear
shifter, this combat ready R.P.M. Morpher allows
A combination of mechanic’s tool set and a high- the user to Morph as a Move action and can
science bioengineering kit, this advanced toolkit summon R.P.M. Zord Attack Vehicles.
is necessary for repairing and augmenting the
• Sky Morpher: Modelled after an air or
biotech-enhanced vehicles. Characters with this
watercraft control stick, this RPM Morpher only
kit can perform Technology (Biotech) Skill Tests
without penalty.

68
TOOLS THROUGH TIME
3
functions for Advanced Spectrum Rangers. The Armor, grants a +2 deflective bonus to Toughness,
Sky Morpher links to a Ranger’s Zord Attack and possesses the Silent Trait.
Vehicles, granting an additional 1 bonus to Time Badge: This is the badge of office of a
Driving their own Zord. Time Force agent, and contains their biometric
data as well as an integrated time tracker that
New Miscellaneous allows Time Force Headquarters to send transwarp
Equipment reinforcements to their location. Additionally, as
a Free action, the time badge can miniaturize a
The following pieces of equipment are useful across the Defeated enemy within 30 feet to be put into a
spacetime continuum, and do not fall into a specific cryostasis tube.
category. Power Rangers Roleplaying Game characters
can attempt to acquire and utilize these items. Visual Scanner: Worn like a visor, this is an
electronic viewing device allows access to the Time
Chrono-Case: A briefcase made from highly Force quantum mainframe system. The user can
advanced future technology uses temporal energy make a DIF 12 Culture Skill Test to see if a target
adjustments to miniaturize items placed inside, and has committed any time crimes.
returns them to full size when released. Operating
the chrono-case does not require a Skill Test, but
it can be locked with a numerical password that
would require a DIF 18 Infiltration or Technology Battlizers
Skill Test to crack. If the chrono-case is forced open, First appearing in the Across the Stars sourcebook,
the device inside immediately returns to full size. Battlizers are specialized pieces of equipment that are
Chrono-Communicator: This is a powerfully a cross between armor, weapon, and even vehicle in
advanced communications device that allows real some cases. Attained through a special General Perk,
time conversations with the quantum computing Battlizer Access, this equipment requires a Standard
mainframe at Time Force headquarters, and any action and a listed Personal Power cost to summon to
other communications network on the same the user, and lasts the entire scene.
temporal timeline as the user.
QUANTUM MEGA BATTLE ARMOR
Chrono Morpher: Time Force Rangers use this
arm-mounted device to access their Morphed form, Personal Power Cost to Summon: 5
perform DNA scans on nearby subjects, and can When called, this Battlizer forms armor around
project holographic information. It is through the the user consisting of torso armor, a boosted visor,
chrono morpher that a Time Force Ranger accesses in-line wheeled booted greaves, and a set of wings
all of their standard equipment, and links them to that can quickly convert into a pair of quantum-
the Time Force Headquarters mainframe systems. powered blades.
Chrono-Trigger: This is a Restricted Weapon While bonded, the Quantum Mega Battle Armor is
Upgrade that can be applied to any Ranged heavy armor that grants the user a +4 armor bonus
Sidearm, flooding the weapon with time-shifting to Toughness, increases the Ground Movement
temporal energy surges, increasing the fire rate of value of the wearer by 15 feet, and adds an Aerial
the weapon at the cost of accuracy. The weapon Movement value of 40 feet.
gains the Multiple Attacks (3, 2) special trait.
The Battlizer also gives the wearer the following
Cryostasis Tube: This handheld cylindrical Attack options:
containment tube stores foes that have been Wing Blades (Might): Reach, (2 Sharp damage)
cryogenically frozen in an incarceration facility.
When activated and occupied, breaking open a Wing Blaster (Targeting): Range 50ft/120ft, (2
Energy damage)
cryostasis tube frees the occupant, returning them
to full normal size. A cryostasis tube that suffers 1 Energy Sword Time Strike (Might, 1/scene):
damage also breaks open to release anything within. Reach, (5 Energy damage)
Critical Effect: Triples base damage instead of
Silver Guardian Flexvest: This is the lightweight,
double
advanced weave of polymer fibers that serve as the Traits: Reach, Anti-Armor, Inaccurate (2)
protective uniform of the Silver Guardians. It is Light

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Vehicles PERKS
Crew: 1 driver, 1 passenger
The following are non-Zord vehicles ready for use in Hardpoint Weapons: Twin V-Laser Emitters
the Power Rangers Roleplaying Game.
Firepoints: 1; passenger can Attack with any
handheld weapon.
STRATA CYCLE Defenses: Reinforced Chassis (+1 plating to
Toughness)
A Grid-provided hovercraft designed for breakneck
Traits: Autopilot, Hover, Vehicle
speeds, Strata Cycles are excellent personal attack
crafts. They were originally designed for Time Force Autopilot: Strata Cycles can operate without a
Rangers to get around in advanced civilizations, but driver, using their own Skills as listed.
are just as useful elsewhere as well. Hover: Strata Cycles are hover vehicles, capable of
THREAT LEVEL: 1 limited flight up to 100ft in altitude.
SIZE: Long HEALTH: 2 Vehicle: As a vehicle, this is a sophisticated piece
of equipment that requires at least one driver
MOVEMENT: 45ft Aerial
to operate. Without a driver, it is considered a
STRENGTH: 2 SPEED: 6 Threat Level 0 object, and all Attacks target its
SMARTS: — SOCIAL: — Toughness. Effects that affect a target’s Willpower or
TOUGHNESS: 13 EVASION: 16 Cleverness only affect this vehicle if it has a driver,
WILLPOWER: — CLEVERNESS: — in which case they target the driver’s Willpower or
Cleverness. It is immune to Conditions and effects
SKILLS that exclusively affect the living, like poison, but is
susceptible to effects that affect machines, such
• Acrobatics +d4
as Anti-Tank weapons. Damage to a vehicle can
• Brawn +d4 be fixed with a Standard Engineering Kit and a
• Driving +d2 Technology Skill Test.
• Initiative +d4
• Targeting +d2 ATTACKS
Ram (Driving): +d2 or driver’s Driving Skill, Reach 5ft
(1 Blunt damage)
Alternate Effects: Trip
Traits: Blunt, Drive-By
V-Lasers (Targeting): +d2 or driver’s Targeting Skill,
Range 60ft/200ft (1 Laser damage)
Alternate Effects: Multiple Targets (2, 1)
Traits: Computerized, Laser, Mounted

ATTACKS
Ram (Driving): by driver’s Driving Skill, Reach 5ft (1
Blunt damage)
Alternate Effects: Trip
Traits: Blunt, Drive-By
Twin Energy Cannons (Targeting): by driver’s
Targeting Skill, Range 40ft/120ft (1 Energy damage)
Alternate Effects: Multiple Targets (2, 1)
Traits: Accurate (1), Computerized, Laser,
Mounted

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TIME JET ATTACKS
Flyby (Driving): +d4 or driver’s Driving Skill, Reach
The Time Jet is an advanced-tech glider-like craft
5ft (1 Blunt damage)
that teams of Time Force Rangers can use to ferry
Alternate Effects: Trip
themselves across long distances, engage in aerial Traits: Blunt, Drive-By
combat, and even transform into a Megazord-sized
hand cannon. When not in use, it is conveniently Medium Vector Cannons (Targeting): +d4 or
stored in its own dedicated chrono-case. driver’s Targeting Skill, Range 50ft/150ft (1 Energy
damage)
THREAT LEVEL: 2 Alternate Effects: Multiple Attacks (2, 1)
SIZE: Huge HEALTH: 6 Traits: Computerized, Energy, Mounted
MOVEMENT: 45ft Aerial Megaform Cannon Shot (Targeting): by user’s Skill
STRENGTH: 4 SPEED: 7 Test, Range 75ft/300ft (3 Energy damage)
SMARTS: — SOCIAL: — Alternate Effects: Target is Impaired until end of
TOUGHNESS: 15 EVASION: 17 their next turn.
WILLPOWER: — CLEVERNESS: — Traits: Energy, Integrated
Special: Must be in Cannon Mode and wielded by
SKILLS something Gigantic size or larger
• Acrobatics +d4
POWERS
• Brawn +d6
• Conditioning +1 Megaform Cannon Mode (Standard, 1/
• Driving +d4 scene): Requiring a Standard action and a DIF 12
• Initiative +d2 Technology Skill Test by the driver, or controller
• Targeting +d4 if remote, to convert, the Time Jet morphs into
a megaform-sized hand cannon to be used as
PERKS a weapon. In this mode it responds to remote
commands by its controller and has a hover-based
Crew: 1 driver, up to 5 passengers Aerial Movement of 15ft. Returning to Jet Mode does
Hardpoint Weapons: Medium Vector Cannons not require a Skill Test but takes a Standard action
to give the command.
Firepoints: 5; passengers can Attack with any
handheld weapon at a 1 penalty.
Defenses: Reinforced Chassis (+1 plating to
Toughness)
Traits: Air, Autopilot, Take-Off (30ft), Vehicle
Air: The Time Jet is an air vehicle.
Autopilot: The Time Jet is capable of operating
without a driver, using its own Skills as listed.
Take-Off: The Time Jet is needs to Move 30ft
in a straight line on the ground to use its Aerial
Movement. Its Ground Movement is 30ft.
Vehicle: As a vehicle, this is a sophisticated piece
of equipment that requires at least one driver
to operate. Without a driver, it is considered a
Threat Level 0 object, and all Attacks target its
Toughness. Effects that affect a target’s Willpower or
Cleverness only affect this vehicle if it has a driver,
in which case they target the driver’s Willpower or
Cleverness. It is immune to Conditions and effects
that exclusively affect the living, like poison, but is
susceptible to effects that affect machines, such
as Anti-Tank weapons. Damage to a vehicle can
be fixed with a Standard Engineering Kit and a
Technology Skill Test.

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PERKS
TIME SHIP Crew: 1 driver, up to 4 co-pilots, up to 6 passengers
The standard transwarp-capable method of time Hardpoint Weapons: Heavy Vector Cannons
travel, Time Ships are a prized vehicular asset for Firepoints: 0
Time Force personnel teams that are incapable of Defenses: Shielded Hull (+3 plating to Toughness,
using Time Flyer Zords. It is armed and armored, Resistance to Energy)
but is not truly designed to be a warship in any real
Traits: Aerospace, Air, Autopilot, Sensors, Take-Off
capacity. It defends itself well enough, though. (60ft), Vehicle, Zero-G
THREAT LEVEL: 3 Aerospace: The Time Ship can maintain thrust
SIZE: Extended II HEALTH: 8 outside of a planetary atmosphere.
MOVEMENT: 15ft Ground, 60ft/30ft Aerial Air: The Time Ship is an air vehicle.
STRENGTH: 7 SPEED: 5 Autopilot: The Time Ship can operate without a
SMARTS: — SOCIAL: — driver, using its own Skills as listed.
TOUGHNESS: 20 EVASION: 15 Sensors: The Time Ship can invest Ranks into
WILLPOWER: — CLEVERNESS: — the Alertness Skill, even without a Smarts
Essence score.
SKILLS
Take-Off: The Time Ship is needs to Move 60ft
• Acrobatics +d4 in a straight line on the ground to use its Aerial
• Alertness (Sensors) +d10* Movement. Its Ground Movement is 15ft.
• Brawn +d8 Vehicle: As a vehicle, this is a sophisticated piece
• Conditioning +3 of equipment that requires at least one driver
• Driving +d4 to operate. Without a driver, it is considered a
• Initiative +d2 Threat Level 0 object, and all Attacks target its
• Targeting +d4 Toughness. Effects that affect a target’s Willpower or
Cleverness only affect this vehicle if it has a driver,
in which case they target the driver’s Willpower or
Cleverness. It is immune to Conditions and effects
that exclusively affect the living, like poison, but is
susceptible to effects that affect machines, such
as Anti-Tank weapons. Damage to a vehicle can
be fixed with a Standard Engineering Kit and a
Technology Skill Test.
Zero-G: This vehicle is sealed and protected from
the harsh forces of vacuum and endless cold of
outer space.

ATTACKS
Flyby (Driving): +d4 or driver’s Driving Skill, Reach
5ft (2 Blunt damage)
Alternate Effects: Trip
Traits: Blunt, Drive-By
Heavy Vector Cannons (Targeting): +d4 or driver’s
Targeting Skill, Range 100ft/300ft (2 Energy damage)
Alternate Effects: Multiple Attacks (2, 1)
Traits: Computerized, Energy, Mounted

POWERS
Transwarp Activate! (Standard, 1/scene):
Requiring a DIF 14 Technology (Chronotech) Skill
Test by the driver to open a temporary transwarp
time portal within 100ft of the ship’s current location.
The portal remains open until for 2d4 minutes or
until the ship closes it.

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VECTOR CYCLE NEW VEHICLE UPGRADE
The standard form of ground conveyance for Time The following upgrade is available for vehicles
Force Rangers, Vector Cycles are lightly armed used either by time travelers or in the Future Earth/
and armored urban street vehicles that can be Corinth alternate timeline.
summoned from the Morphin Grid to serve their
linked Power Ranger. Biotech Performance Enhancer
THREAT LEVEL: 1 Prerequisite: Ranger Operator Only
SIZE: Long HEALTH: 2 Availability: Limited
MOVEMENT: 45ft Ground Used by the Ranger Operators of Corinth in Earth’s
STRENGTH: 4 SPEED: 2 alternate future, this vehicle upgrade allows
SMARTS: — SOCIAL: — common, non-Zord vehicles to be enhanced by
TOUGHNESS: 15 EVASION: 12 the bio-field generated by Doctor K’s advanced
WILLPOWER: — CLEVERNESS: — computer systems. When successfully applied to
SKILLS a non-Zord vehicle asset, it can be activated with
an Engine Cell and an RPM Morpher, granting the
• Athletics +d4 following benefits to the vehicle until the end of
• Brawn +d4
the scene:
• Initiative +d4
• Increases Ground Movement value by 20ft.
PERKS All other Movement type values are increased
Crew: 1 driver, 1 passenger by 10 feet.
Hardpoint Weapons: Twin Energy Cannons • +2 Evasion Defense
Firepoints: 1; passenger can Attack with any • Any Hardpoint weapons increase their base
handheld weapon. damage by 1 Energy.
Defenses: Armored Body (+1 deflective to Toughness)
Traits: Land, Vehicle
Land: Vector Cycles are land vehicles.
Vehicle: As a vehicle, this is a sophisticated piece
of equipment that requires at least one driver
to operate. Without a driver, it is considered a
Threat Level 0 object, and all Attacks target its
Toughness. Effects that affect a target’s Willpower
or Cleverness only affect this vehicle if it has
a driver, in which case they target the driver’s
Willpower or Cleverness. It is immune to
Conditions and effects that
exclusively affect the living,
like poison, but is susceptible
to effects that affect
machines, such as Anti-Tank
weapons. Damage to a vehicle
can be fixed with a Standard
Engineering Kit and a Technology
Skill Test.

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Weaponry • Fanning (X): This weapon is a revolver-type


The following are the new weapons available for firearm capable of rapidly firing through a
use in the Power Rangers Roleplaying Game. They special technique. The gun may fire up to X
have been divided on the tables below by the time Attacks in single Standard action, with the first
era they are primarily found in, then sub-divided by Attack suffering a 1 modifier, increasing to
their availability. 2 on the next Attack, 3 on the next, and so
on. A Fanning Attack ends early if the attacker
NEW WEAPON ALTERNATE EFFECTS Fumbles one of their Attack Skill Tests. After a
AND TRAITS Fanning Attack, the weapon gains the Reload
trait, requiring a Move action to ready the
The following are new Weapon Traits that appear weapon again.
in the weapons throughout this chapter.
• Inaccurate: This weapon is cumbersome,
• Accurate: this weapon features advanced sights, unwieldy, or difficult to aim or use efficiently.
ergonomic upgrades, excellent balance, or When you make an Attack Skill Test with an
other qualities that make it easier to use. When Inaccurate weapon, you suffer downshifts equal
you make an Attack Skill Test with an Accurate to the value.
weapon, you gain a bonus number of upshifts • Reload: When you fire a weapon with the
equal to the value. Reload trait, you must spend a Move action
• Components (X): This special weapon requires to reload it before it can fire again. Special
two or more specific weapons to be joined circumstances can also cause you to reload
together (see page 115 of the Power Rangers weapons without the Reload trait. If this trait has
Roleplaying Game Core Rulebook) for this a multiplier next to it, it requires that number of
profile to be used. Move actions to fully ready the weapon, which
can be spent by multiple crew/users.

TABLE 3-2: WEAPONS OF TIME FORCE


AVAILABILITY TYPE CLASSIFICATION NON-POWER EXAMPLES DESCRIPTION
STANDARD
Targeting The standard Time
Chrono Blaster —
sidearm energy Force sidearm.
Frequently paired
Chrono Saber Finesse sidearm melee — swords in the shape of
a clock’s hands.
LIMITED
A weapon capable
Targeting
Electro Booster — of massive
medium electric
electrical blasts.
Targeting A large energy
Vector Weapon —
medium energy support weapon.
A combined Time Force
Vortex Blaster Targeting heavy energy — cannon made from all
five Vector Weapons.
RESTRICTED
Quantum Targeting The Quantum Ranger’s

Defender (Blaster) sidearm energy weapon in blaster mode
Quantum The Quantum Ranger’s
Might sidearm melee —
Defender (Sword) weapon in sword mode

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REQUIREMENTS RANGE HANDS EFFECTS ALTERNATE EFFECTS TRAITS

— 30ft/60ft 1 Energy 1 — Energy, Power, Sidearm

Energy, Multi-Weapon,
— Reach 1 Sharp 1 Multi-Weapon (2, 1) Power, Sharp

Time Force
45ft/100ft 2 Electric 2 Stun 3 Electric, Power, Stun
Rangers only

Time Force Area of Effect


60ft/150ft 2 Energy 2 Energy, Power
Rangers only (10ft × 10ft)
Armor Piercing,
Time Force Area of Effect
100ft/200ft 2 Energy 5 Combined,
Rangers only (30ft × 30ft)
Energy, Power

Quantum Rangers only 45ft/60ft 1 Energy 1 Multiple Targets (2, 1) Energy, Power, Versatile

Multiple
Quantum Rangers only Reach 1 Energy 1 and Sharp 1 Power, Sharp, Versatile
Targets (3, 2)

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TABLE 3-3: WEAPONS OF THE AWAKENING ERA


NON-POWER
AVAILABILITY TYPE CLASSIFICATION DESCRIPTION
EXAMPLES
RESTRICTED

Targeting A dangerous application


Emissary Flux —
sidearm energy of raw Grid energy.

OTHER WEAPONS

A pistol-like projector
Technology
Gridlight Projector — of combined Morphin
sidearm energy
Grid energy

TABLE 3-4: WEAPONS OF MASTER VILE’S WAR


NON-POWER
AVAILABILITY TYPE CLASSIFICATION DESCRIPTION
EXAMPLES
LIMITED
Targeting The common
Eltarian Blaster An alien laser pistol
sidearm energy Eltarian firearm
RESTRICTED
Bladed on one end,
Two-handed
Guardian Staff Might heavy melee weighted on the other,
Eltarian polearm
and perfectly balanced

TABLE 3-5: WEAPONS OF THE PREHISTORIC TIMES ERA


NON-POWER
AVAILABILITY TYPE CLASSIFICATION DESCRIPTION
EXAMPLES
AUTOMATIC
Predatory Bite Finesse The slashing fangs of a
Chomp!
(Common or Small) integrated melee clever carnivore.
Predatory Bite Larger beast, larger bite
Might integrated melee Crunch!
(Large-Huge) with larger teeth.

Predatory Bite A true meatgrinder


Might integrated melee Chew!
(Gigantic+) of a bite.

STANDARD
Simple stone objects
Athletics medium Simple spears,
Stone Projectile that are thrown
projectile hurled chunks
at a target

TABLE 3-6: WEAPONS OF THE MEDIEVAL ERA


NON-POWER
AVAILABILITY TYPE CLASSIFICATION DESCRIPTION
EXAMPLES
STANDARD
Spiked or flanged head on
Footman’s Flail Might heavy melee Typical ball and chain chain or rope connecting to
stout handle
LIMITED
Lopsided recurve
Targeting medium A top-heavy short bow made
Horse bow bow, Mongolian
projectile for firing on horseback
rider’s bow

A thick-hafted piercing
Jousting lance,
Horseman’s Lance Might heavy melee weapon used best
Heavy Spear
with horsemen

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3
REQUIREMENTS RANGE HANDS EFFECTS ALTERNATE EFFECTS TRAITS

Area of Effect (All


Access to unfiltered
Reach 1 Energy 2 Targets within Reach, Energy, Power
Grid energy
-1 Health)

Doubles damage
Technology to Dark Dimension
25ft/60ft 2 Energy 2 Energy, Power
(Grid Tech) d10 creatures
and Possessed

REQUIREMENTS RANGE HANDS EFFECTS ALTERNATE EFFECTS TRAITS

Access to Alien
45ft/70ft 1 Energy 1 Accurate (1),
Technology; Science d2 Laser 1 (1)
Energy, Laser

Access to Alien
Reach +5ft 2 Blunt 1 or Sharp 1 Stun 2 (1) Blunt, Sharp, Stun
Technology; Brawn d2

REQUIREMENTS RANGE HANDS EFFECTS ALTERNATE EFFECTS TRAITS

— Reach 0 1 Sharp Maneuver (1) Sharp, Silent

— Reach 0 2 Sharp Maneuver, Grapple Sharp, Silent

Maneuver (1),
— Reach 0 3 Sharp Sharp, Silent
Grapple (1)

Blunt or Sharp,
Brawn d2 20ft/50ft 1 1 Sharp or Blunt — Inaccurate (1),
Silent, Thrown

ALTERNATE
REQUIREMENTS RANGE HANDS EFFECTS TRAITS
EFFECTS

Athletics Blunt; Ignores


Reach 1 Blunt 1 Maneuver
d2, Brawn d2 Defend trait.

Athletics d2 70ft/180ft 2 Sharp 1 Multiple Targets (1) Sharp

Inaccurate (1), Sharp;


Brawn d4 Reach +5ft 1 Sharp 2 — Gains Accurate (2)
when Riding/Mounted

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TABLE 3-6.1: WEAPONS OF THE MEDIEVAL ERA (CONTINUED)


NON-POWER
AVAILABILITY TYPE CLASSIFICATION DESCRIPTION
EXAMPLES
LIMITED
A handheld blade connected
Finesse Meteor hammer,
Kusarigama to with a weighted chain or
sidearm melee sickle-and-chain
rope that ends in a weight
Targeting heavy A massive bow with
Longbow English Standing Bow
projectile heavy draw
An early firearm with
Targeting medium Arquebus,
Matchlock Rifle complex reloading methods,
projectile Tanegashima
basic single shot rifle
OTHER WEAPONS

Targeting heavy An enormous crossbow-


Ballista Siege bow
projectile like weapon

Targeting heavy
Catapult Catapult, trebuchet Basic physics-fueled hurler
projectile

Targeting Black powder-propelled


Cannonade Mortar, deck cannon
heavy explosive bomb launcher

A stationary, enormous
Targeting heavy Siege
Fire Cart crossbow-like weapon that
projectile multi-rocket bow
shoots volleys of rockets

TABLE 3-8: WEAPONS OF THE WILD WEST ERA


NON-POWER
AVAILABILITY TYPE CLASSIFICATION DESCRIPTION
EXAMPLES
STANDARD
Targeting medium Hunting rifle, Basic, slide or single
Muzzle-Load Rifle
projectile muzzle-loader shell fed rifle
LIMITED
A length off boiled
Cattleman’s leather,
Bullwhip Finesse sidearm melee leather or light chain
knotted lariat
used to motivate cattle
Targeting sidearm A large, long-
Gunfighter’s Pistol Peacemaker
projectile barreled pistol
Targeting medium Carbines, Lever-action or
Rifle
projectile Horseman’s gun clip-fed rifle
RESTRICTED

Athletics A single stick of mining


Dynamite BOOM!
sidearm explosive or demolition-grade TNT

Multiple sticks
Dynamite, Bundle Athletics explosive Bigger BOOM! of dynamite
lashed together

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ALTERNATE
REQUIREMENTS RANGE HANDS EFFECTS TRAITS
EFFECTS

Athletics or Grapple (1), Blunt, Sharp; Ignores


Reach + 10ft 2 Blunt 1 or Sharp 1
Acrobatics d4 Maneuver (1) Defend trait

— 100ft/400ft 2 Sharp 1 — Armor Piercing, Sharp

Ballistic,
— 100ft/300ft 2 Sharp 1 —
Reload ×2, Sharp

Armor Piercing, Reload


Brawn d4 450ft/1,500ft 6 Sharp 3 Knock Prone ×2, Sharp; Requires at
least three operators.
Area of Effect (25ft
× 25ft), Blunt, Fire,
500ft/1,000ft;
Science d2 8 Blunt 3 Fire 2 Inaccurate (2), Reload
minimum 100
×4; Requires at least
four operators
Area of Effect (25ft
× 25ft), Blunt, Fire,
300ft/900ft;
Science d2 4 Fire 2 and Sharp 2 — Inaccurate (2), Reload
minimum 60ft
×2; Requires at least
four operators
Area of Effect (20ft
× 20ft), Reload ×3,
Science d4 300ft/1,500ft 6 Sharp 2 Fire 3
Sharp; Requires at least
two operators

REQUIREMENTS RANGE HANDS EFFECTS ALTERNATE EFFECTS TRAITS

Ballistic,
— 100ft/400ft 2 Sharp 1 —
Reload ×2, Sharp

Athletics or Grapple (1), Sharp, Stun;


Reach +10ft 1 Sharp 1 or Stun 1
Acrobatics d4 Maneuver (1) Ignores Defend

Ballistic, Fanning
Brawn d2 25ft/80ft 1 Sharp 1 —
(2), Sharp

Athletics d2 100ft/400ft 2 Sharp 1 — Ballistic, Sharp

Target is Stunned Area of Effect (20ft


— 25ft/40ft 1 Stun 2 and Fire 1 until the end of × 20ft), Consumable,
their next turn Fire, Stun
Area of Effect (35ft
Target is Stunned
— 10ft/30ft 1 Stun 3 and Fire 2 × 35ft), Consumable,
for 2d2 turns
Fire, Stun

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TABLE 3-9: WEAPONS OF FUTURE EARTH/CORINTH


NON-POWER
AVAILABILITY TYPE CLASSIFICATION DESCRIPTION
EXAMPLES
STANDARD
Targeting Basic Ranger
Nitro Blaster —
sidearm energy Operator sidearm
Basic Ranger Operator
Nitro Sword Might melee energy —
melee weapon

LIMITED

Targeting Enhanced Ranger


Rail Blaster —
sidearm energy Operator weapon

An energized blade on
Rail Saber Finesse melee energy —
pistol-like handle
Combination
Targeting
Road Blaster — Ranger Operator
sidearm energy
energy launcher

Pistol-like weapon
Targeting
Rocket Blaster — firing explosive
sidearm explosive
energy packets

Stout, energy-
Street Saber Might medium melee —
conducting blade

Stout, energy-conducting
Turbo Axe Might medium melee —
battle axe

Targeting medium A shotgun-like


Turbo Cannon —
projectile energy firearm
Targeting Specialized Ranger
Wheel Blaster —
medium energy Operator weapon
Technology sidearm Self-propelled physical
Zip Charger —
projectile drone-projectile
RESTRICTED
A melee weapon
capable of generating
Cloud Hatchet Sidearm (Varies) —
multiple wavelengths of
elemental powers.

The combination of
Targeting medium
SkyShift Blazer — advanced RPM weaponry
projectile
and a Sky Morpher

A powerful support
Turbo Targeting heavy
— weapon made from
Plasma Launcher projectile
RPM weaponry

OTHER WEAPONS

Targeting heavy A heavy


RPM Enforcer —
projectile ballistics launcher

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REQUIREMENTS RANGE HANDS EFFECTS ALTERNATE EFFECTS TRAITS

— 25ft/60ft 1 Energy 1 Ballistic (1) Energy, Power,

Energy, Power, Stun,


— Reach 1 Energy 1 Stun 1
Versatile (1)

Ballistic, Components
(Nitro Blaster,
Technology d2 45ft/110ft 1 Energy 1 —
Rail Saber),
Combined, Power

— Reach 1 Energy 1 Stun 1 Energy, Power, Stun

Components (Street
Area of Effect
Technology d2 60ft/150ft 2 Energy 2 Saber, Turbo Cannon),
(15ft × 15ft)
Combined, Power
Area of Effect
(10ft × 10ft),
— 40ft/120ft 1 Energy 2 — Energy, Inaccurate
(1), Power
Energy 2 (30ft
— Reach 1 Sharp 1 Energy, Power, Sharp
Range, 2)
Energy 2 (30ft
— Reach 1 Sharp 1 Energy, Power, Sharp
Range, 1)
Area of Effect (10ft
— 25ft/80ft 2 Energy 2 Ballistic, Energy, Power
× 10ft, 1)

— 35ft/75ft 2 Energy 2 Stun 2 Energy, Power, Stun

Driving d2 30ft/60ft 2 Blunt 1 Accurate (1),


Multiple Targets (2, 1)
Blunt, Power

Cold 1, Electric 1, Can be used to


Element (Varies),
Ranger Operators only Reach or 30ft 1 Energy 1, Fire 1, generate Aerial
Power, Sharp
Laser 1, or Sharp 1 Movement value of 30ft

Area of Effect (15ft


× 15ft), Components
Technology d2 75ft/180ft 2 Energy 3 Accurate (1, Requires (Cloud Hatchet, Sky
Engine Cell) Morpher), Combined,
Energy, Power
Components (Rocket
Blaster, Turbo
Technology d2 65ft/150ft 2 Energy 2 Multiple Attacks (2, 1) Axe), Combined,
Energy, Power

Accurate (1, requires


Engine Cell use),
Area of Effect Ballistic, Components
Technology d4 100ft/200ft 2 Energy 3 (Road Blaster
(20ft×20ft, 1)
×3, Turbo Plasma
Launcher), Combined,
Energy, Power

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Zords and Zord Adjustments To Creating a


Baseline Zord
Features The primary Baseline Zord statistics presented in the
The greatest weapons in the Power Rangers’ arsenal Power Rangers Roleplaying Game Core Rulebook
are undeniably the Zords. Appearing in as many are an excellent place to start building a Power
different styles, sizes, and utility classifications, Ranger’s Zord. As new options become available,
the array of possible Zords have only the Power some alterations to those base statistics should be
Rangers’ imagination and desires to limit made available for new kinds of Zords.
their design. Players and GMs can make the following changes
This section contains altered and expanding rules when designing their new Zords:
for designing and changing the Power Rangers’ • Initial Size can range from Huge/Extended to
Zords, powerful new Megaform abilities, and Gigantic/Extended II
several Zord examples from existing Power Ranger
• You may reduce Ground Movement to 30ft
lore; particularly those involved with teams that
to add a second type of Movement (Aerial,
hopped around the spacetime continuum.
Burrowing, or others) at a rate of 30ft.
• Call to Action can be replaced by Assisted
Summoning. See later in this chapter for details.
• Base the Zord’s melee Attack reach on its altered
Size class.

New Spectrum-Based Zord


Features
When designing Zords based on the two new Core
Ranger Spectrum Colors in this sourcebook, add the
following Zord Features.
• Orange: Additional Attack Type
• Purple: Upgraded Zord (any viable choice)

New Automatic Zord


Features
With the reveal of new Power Ranger teams
found in this sourcebook, there are new groups of
Automatic Zord Features for these new teams.
• Time Force Zords: Combiner, Temporal Buffer
• Zord Attack Vehicles: Combiner,
Multi-Megaform
When creating a mixed team, players and GMs
should choose two Zord Features from those
available that best fit the custom team for their
Automatic Zord Features.

New Benefits to Gaining


Levels With Your Zord
Add the following to the options players can choose
every 5 Levels as per the “Gaining Zord Health and

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Skills” section of the Power Rangers Roleplaying MARTIAL CONTROLS
Game Core Rulebook, found in Chapter 9: Zords. Prerequisite: Ranger must have Finesse or Might Skill
• 1 to the linked Power Ranger’s Driving Skill at d4 or higher
Tests when in control of the Zord Your Zord does not simply possess a control panel or
• 1 to the linked Power Ranger’s Initiative Skill steering assembly. It has a connection platform that
Tests when in control of the Zord mirrors your movements. While piloting your Zord,
• Add the Accurate (1) trait to one of the Zord’s you may use your Finesse or Might Skill instead of your
Attack types. Driving Skill to make melee Attacks with your Zord.

• Exchange any Zord Feature for a new Zord MOBILE HEADQUARTERS


Feature the Zord meets the prerequisites for Prerequisite: Size Gigantic/Extended II or larger
Your Zord features a larger cockpit/control area that
New Zord Features can house your entire team and contains additional
The following Zord Features are accessible to features that make it perfect for your team or
all Power Rangers Roleplaying Game characters allies to coordinate tactics and strategize. Add the
to build or augment their Zords as they gain the following elements to your Zord:
opportunity to do so. • May contain up to 10 total passengers in a
protected control area.
ASSISTED SUMMONING
• 1 to Culture, Science, and Technology Skill
With help from your team, your Zord arrives quicker
Tests performed by those in the control area
than others, provided you have team support to aid
you. When you summon your Zord, you can spend • Adds Edge to the Initiative rolls of all allied
a Standard action to coordinate with your team’s vehicles and Zords within the scene.
support members, such as an Alpha-series robot, • Allows a Megaform your Zord is part of to use
Circuit, Doctor K, or the like. This Zord arrives at the highest Initiative Skill of its component
the end of the following turn instead of rolling to Zords, with Edge
determine a required number of turns.
If your team support is unavailable or out of contact, MULTI-MEGAFORM
your Zord arrives in the normal amount of time. Your Zord can change its configuration in a
Megaform depending on your team’s needs. When
EVOLVED INSTINCTS you select this Zord Feature, choose three Megaform
Prerequisite: Must be of an animal, beast, or similar Traits. While Combined into a Megaform, your Zord
organic shape applies one of these Megaform Traits. This flexibility
comes at a cost: your Zord may not acquire any
Your Zord has a primal connection to the creature
further instances of these chosen Megaform Traits.
that the Morphin Grid based it upon, giving it a
You can select this Zord Feature multiple times,
unique bonus in combat. The Zord gains +1 Evasion
choosing three different Megaform Traits each time.
Defense and 1 on its or its driver’s melee Attack
rolls when fighting an enemy that is up to 2 size OVERDRIVE
classes larger or smaller than it.
Prerequisite: Ranger must have a Personal Power
HIGH GEAR Capacity of 4 or greater
Prerequisite: Ground Movement value of 40ft or greater You and your passengers can temporarily enhance
your Zord by feeding it your Grid energy. You or
Always ready to pour extra power into its engine
any passengers may activate one of the following
and drive train, your Zord can burn serious
abilities by spending 1 Personal Power. You and
proverbial rubber. Once per scene, while piloting
your passengers can spend up to 3 Personal Power
your Zord, you may spend 1 Personal Power to
per turn to empower your Zord and must choose a
double its Ground Movement value for 2d2 turns.
different option for each Personal Power spent:
While this Movement boost is in effect, all Ranged
Attacks targeting the Zord suffer Snag. High Gear
does not affect any Megaform containing your Zord.

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• +1 to all of Zord’s Attacks that inflict Energy WARHEAD MAGAZINES


damage until the end of your turn. Prerequisite: Ranged Attack with Area of Effect
• +20ft to all Movement values until the end Your Zord can switch between the elements its
of your turn blast Attack can inflict. When this Zord Feature is
• Add the Accurate (1) trait to one of the Zord’s acquired, choose three damage types from this list:
ranged Attacks. Acid, Blunt, Cold, Electric, Electromagnetic, Energy,
• 2 to Group Skill Tests made by the Zord’s pilot Fire, Sharp, Sonic, or Stun. By spending a Free
until the beginning of their next turn action before making a Zord Attack using the Area
of Effect trait, you may change the base damage
POWER FILTER of that Attack to any of the chosen damage types.
This Zord Feature can be acquired multiple times,
Your Zord can turn minuscule amounts of energic
adding three new damage types to the list with
forces that strike it into usable Grid energy.
each instance.
Whenever your Zord either suffers Energy damage
or successfully avoids Energy damage using its
Toughness Defense, its current pilot regenerates 1
lost Personal Power. Upgraded Zord
SPIRITUAL LINK (Expanded)
Prerequisite: At least one Zord benefit from linked Add the following options to the list shown
Power Ranger’s Leveling up five Levels on page 138 of the Power Rangers Roleplaying
You and your Zord enjoy a deeper link than most Power Game Core Rulebook:
Rangers. While you pilot your Zord, you gain 1 to the
first Skill Test you roll each turn. This bonus also applies • Assault Shell Upgrade: +2 armor bonus to
when participating as part of a Megaform. Toughness, +1 Health, and +1 damage to the
Zord’s bash, fly-by, or ram Attacks.
SYNCHRONIZED HUD • Elemental Electromagnetic Upgrade: +1
Prerequisite: Ranger must have Targeting Skill at Speed, the driver gains Edge on Initiative
d4 or higher Skill Tests, may change base damage to
Your Zord has a specialized connection to your Electromagnetic, and the Zord is resistant to
helmet, mask, or similar point of reference, allowing Electromagnetic damage.
you to use its ranged Attacks more instinctively. • Overprotective Upgrade: +1 Strength, the
When piloting your Zord, you may use your driver gains +2 to Willpower and Clever-
Targeting Skill instead of your Driving Skill to make ness, the driver gains 1 to all Skill Tests if
ranged Attacks with your Zord. Additionally, your an ally suffers damage during the same turn.
benefits to the Alertness Skill apply to your Zord
while piloting it.

TEMPORAL BUFFER New Megaform Traits


Your Zord features durable construction to The following Megaform Traits are accessible to all
withstand the rigors of traveling through transwarp Power Rangers Roleplaying Game Zords, chosen
energies, time portals, and similar continuum through their Zord Features.
transit methodologies. Your Zord gains a +1 bonus Assault Weapon: In addition to supporting
to its Toughness Defense, and it gains an Aerial a Megaform’s body, this Zord amplifies the
Movement of 45ft. Megaform’s Attacks. Increase the Megaform’s
When your Zord time travels, it reduces the die Participant Melee Attack’s base damage by 1.
type for any Continuum Anomaly Tests (see page Compensation: This Zord can take extra
113) by one size. This benefit is not cumulative punishment when part of a Megaform. When
with other Zord Feature instances but applies when distributing damage among component Zords, the
combined into a Megaform. team can move two damage from other Zords to

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this Zord. Compensation doesn’t reduce the total
damage applied to the Megaform, but allows lower
Health Zords to avoid Defeat.
Grounding: The Megaform is immune to
Electromagnetic damage and always reduces
Electric damage by 1 (minimum of 1) before
distribution to its component Zords.
Tenacious Bonds: The component Zord combines
with the rest of the Megaform with a much
stronger series of connection points than normal.
While participating in a combined Megaform, this
component Zord and all other component Zords ATTACKS
gain 1 additional Health, added after any multipliers
for the Core Body Megaform Trait or similar Fly-By (Driving): +d2 or as Driver’s Skill, Reach, (2
adjustments. This Megaform Trait may only modify Blunt damage)
the Megaform once. Energy Cannons (Targeting): +d2 or as Driver’s
Skill, Range 50ft/120ft (2 Energy damage)
New Example Zords Traits: Accurate (1)

The following Zords are examples of Morphin Grid


constructs from Power Rangers media over the
TIME FLYER 2
years, and illustrate the kind of unique vehicles
players and GMs can create with the Power Rangers
Roleplaying Game’s Zord rules.
The examples are not standard Zords, and have
been modified to show their advancements gained
through established lore or specific instances: their
associated Rangers gaining Role Levels, Perks, and
other modifiers.

TIME FORCE ZORDS

TIME FLYER 1 As Linked to a 13th-Level Blue Ranger

As Linked to a 13th-Level Red Ranger SIZE: Extended HEALTH: 7

SIZE: Extended HEALTH: 7 MOVEMENT: 40ft Ground, 45ft/20ft Aerial

MOVEMENT: 40ft Ground, 45ft/20ft Aerial STRENGTH: 6 SPEED: 4


SMARTS: - SOCIAL: -
STRENGTH: 6 SPEED: 5
SMARTS: - SOCIAL: - TOUGHNESS: 18 (1 Armor) EVASION: 14
WILLPOWER: - CLEVERNESS: -
TOUGHNESS: 18 (1 Armor) EVASION: 15
WILLPOWER: - CLEVERNESS: - Skills: Brawn +d6, Conditioning +3, Driving
(Autopilot) +d2, Initiative +d6
Skills: Brawn +d6, Conditioning +3, Driving
(Autopilot) +d2, Initiative +d6 Zord Features: Assisted Summoning, Combiner
(Move), Enhance (Energy Cannons), Fast Modulation,
Zord Features: Assisted Summoning, Combiner Multi-Megaform (Assault Weapon, Compensation,
(Tenacious Bonds), Crew Compartment, Fast Core Defenses), Recall for Repairs, Temporal Buffer
Modulation, Increase (Speed), Recall for Repairs,
Temporal Buffer ATTACKS
Fly-By (Driving): +d2 or as Driver’s Skill, Reach, (2
Blunt damage)
Energy Cannons (Targeting): +d2 or as Driver’s
Skill, Range 50ft/120ft (3 Energy damage)
Traits: Accurate (1)

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TIME FLYER 3 TIME FLYER 4


As Linked to a 13th-Level Green Ranger
SIZE: Extended HEALTH: 6
MOVEMENT: 40ft Ground, 45ft/20ft Aerial
STRENGTH: 6 SPEED: 4
SMARTS: - SOCIAL: -
TOUGHNESS: 19 (2 Armor) EVASION: 14
WILLPOWER: - CLEVERNESS: -
Skills: Brawn +d6, Conditioning +3, Driving
(Autopilot) +d2, Initiative +d6
Zord Features: Additional Attack Type, Assisted
Summoning, Combiner (Enhanced Ranged Attack),
Fast Modulation, Multi-Megaform (Compensation,
Grounding, Move), Recall for Repairs, Temporal Buffer

ATTACKS
Energy Cannons (Targeting): +d2 or as Driver’s
Skill, Range 50ft/120ft (3 Energy damage)
Traits: Accurate (1)
Fly-By (Driving): +d2 or as Driver’s Skill, Reach, (2
Blunt damage)
Spark Guns (Targeting): +d2 or as Driver’s Skill,
Range 50ft/120ft (2 Electric damage) As Linked to a 13th-Level Yellow Ranger
SIZE: Extended HEALTH: 6
MOVEMENT: 40ft Ground, 45ft/20ft Aerial
STRENGTH: 6 SPEED: 5
SMARTS: - SOCIAL: -
TOUGHNESS: 18 (1 Armor) EVASION: 15
WILLPOWER: - CLEVERNESS: -
Skills: Brawn +d6, Conditioning +3, Driving
(Autopilot) +d2, Initiative +d8
Zord Features: Assisted Summoning, Combiner
(Assault Weapon), Fast Modulation, Light Chassis,
Multi-Megaform (Compensation, Move, Enhanced
Melee Attack), Recall for Repairs, Temporal Buffer

ATTACKS
Energy Cannons (Targeting): +d2 or as Driver’s
Skill, Range 50ft/120ft (3 Energy damage)
Traits: Accurate (1)
Fly-By (Driving): +d2 or as Driver’s Skill, Reach, (2
Blunt damage)
Traits: Accurate (1)

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TIME FLYER 5 TIME FORCE MEGAZORD
(JET MODE)
As Linked to a 13th-Level Time Force Ranger Team
SIZE: Gigantic HEALTH: (8/8/7/7/7)
MOVEMENT: 40ft Ground, 65ft/20ft Aerial
STRENGTH: 6 SPEED: 5
SMARTS: - SOCIAL: -
TOUGHNESS: 20 (4 Armor) EVASION: 15
WILLPOWER: - CLEVERNESS: -
Skills: Brawn +d6, Driving (Autopilot) +d4,
Initiative +d8

ATTACKS
Diving Ram (1/scene; Driving): +d4 or by Drivers’
Skills, Reach (6 Blunt damage)
Focus Firepower (1/scene; Targeting): +d4 or by
Drivers’ Skills, Range 100ft/240ft (9 Energy damage)
Participant Melee Attack (Driving): +d4 or by
Drivers’ Skills, Reach, (2 Blunt damage)
Participant Ranged Attack (Targeting): +d4 or by
Drivers’ Skills, Range 50ft/120ft (3 Energy damage)
Traits: Accurate (1)
As Linked to a 13th-Level Pink Ranger
SIZE: Extended HEALTH: 6
MOVEMENT: 40ft Ground, 75ft/20ft Aerial TIME FORCE MEGAZORD
STRENGTH: 6 SPEED: 4 (RED MODE)
SMARTS: - SOCIAL: -
As Linked to a 13th-Level Time Force Ranger Team
TOUGHNESS: 19 (2 Armor) EVASION: 14
SIZE: Towering HEALTH: (8/8/7/7/7)
WILLPOWER: - CLEVERNESS: -
MOVEMENT: 40ft Ground, 45ft/20ft Aerial
Skills: Brawn +d6, Conditioning +3, Driving
(Autopilot) +d4, Initiative +d6 STRENGTH: 6 SPEED: 5
SMARTS: - SOCIAL: -
Zord Features: Assisted Summoning, Combiner
(Enhanced Melee Attack), Fast Modulation, TOUGHNESS: 20 (4 Armor) EVASION: 15
Movement Booster, Multi-Megaform (Compensation, WILLPOWER: - CLEVERNESS: -
Move, Tenacious Bonds), Recall for Repairs, Skills: Brawn +d6, Driving (Autopilot) +d4,
Temporal Buffer Initiative +d8
ATTACKS ATTACKS
Energy Cannons (Targeting): +d2 or as Driver’s Participant Melee Attack (Might): +d6 or by
Skill, Range 50ft/120ft (2 Energy damage) Drivers’ Skills, Reach, (3 Sharp damage)
Traits: Accurate (1)
Participant Ranged Attack (Targeting): +d4 or by
Fly-By (Driving): +d4 or as Driver’s Skill, Reach, (2 Drivers’ Skills, Range 50ft/120ft (3 Energy damage)
Blunt damage)
Time Force Megazord Saber (1/scene; Might): +d6
or by Drivers’ Skills, Reach 30ft (9 Sharp damage)
Your Time is Up! (1/scene; Targeting): +d4 or by
Drivers’ Skills, Range 100ft/240ft (9 Energy damage)

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TIME FORCE MEGAZORD SHADOW WINGER/TIME


(BLUE MODE) SHADOW MEGAZORD
As Linked to a 13th-Level Time Force Ranger Team
SIZE: Towering HEALTH: (8/8/7/7/7)
MOVEMENT: 50ft Ground, 45ft/20ft Aerial
STRENGTH: 6 SPEED: 5
SMARTS: - SOCIAL: -
TOUGHNESS: 20 (4 Armor) EVASION: 15
WILLPOWER: - CLEVERNESS: -
Skills: Brawn +d6, Driving (Autopilot) +d4,
Initiative +d8

ATTACKS
Blast Barrage (1/scene; Targeting): +d6 or by
Drivers’ Skills, Range 100ft/240ft (9 Energy damage,
Blast: 30ft × 30ft)
Participant Melee Attack (Might): +d4 or by
Drivers’ Skills, Reach 20ft (2 Blunt damage)
Participant Ranged Attack (Targeting): +d6 or by
Drivers’ Skills, Range 50ft/120ft (3 Energy damage)
Time Jet Supershot (1/scene; Targeting): +d6
or by Drivers’ Skills, Range 100ft/240ft (9 Energy
damage)
Traits: Armor-Piercing As Linked to a 15th-Level Red Time Force Ranger
SIZE: Extended II/Towering HEALTH: 8
MOVEMENT: 40ft Ground, 45ft/20ft Aerial
STRENGTH: 7 SPEED: 4
SMARTS: - SOCIAL: -
TOUGHNESS: 19 (1 Armor) EVASION: 14
WILLPOWER: - CLEVERNESS: -
Skills: Brawn +d6, Conditioning +4, Driving
(Autopilot) +d4, Initiative +d6
Zord Features: Assisted Summoning, Crew
Compartment, Enhance Attack (Arm Blades),
Increase (Strength), Recall for Repairs, Temporal
Buffer, Warrior Mode

ATTACKS
Arm Blades (Warrior Mode Only; Might): +d4 or as
Driver’s Skill, Reach, (3 Sharp damage)
Traits: Multi-Weapon (2)
Energy Cannons (Targeting): +d2 or as Driver’s
Skill, Range 50ft/120ft (2 Energy damage)
Traits: Accurate (1)
Fly-By (Driving): +d2 or as Driver’s Skill, Reach, (2
Blunt damage)

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QUANTASAURUS REX (BASELINE) QUANTASAURUS REX
As Linked to a 4th-Level Quantum Ranger (EXPERIENCED)
SIZE: Gigantic HEALTH: 8 As Linked to a 16th-Level Quantum Ranger
MOVEMENT: 40ft Ground SIZE: Gigantic/Towering HEALTH: 10
STRENGTH: 8 SPEED: 4 MOVEMENT: 40ft Ground
SMARTS: 3 SOCIAL: 3
STRENGTH: 8 SPEED: 4
TOUGHNESS: 19 (1 Armor) EVASION: 14 SMARTS: 3 SOCIAL: 3
WILLPOWER: 3 CLEVERNESS: 3
TOUGHNESS: 20 (2 Armor) EVASION: 15
Skills: Brawn +d6, Conditioning +3, Driving WILLPOWER: - CLEVERNESS: -
(Autopilot) +d2, Initiative +d6
Skills: Brawn +d6, Conditioning +3, Driving
Zord Features: Additional Attack Type, Auxiliary (Autopilot) +d4, Initiative +d6
Zord, Call to Action, Enhance (Roaring Beam), Recall
Zord Features: Additional Attack Type, Auxiliary
for Repairs, Relic Key (Quantum Morpher)
Zord, Call to Action, Combiner (Grounding), Enhance
ATTACKS (Roaring Beam), Evolved Instincts, Recall for Repairs,
Relic Key (Quantum Morpher), Warrior Mode
Bite and Claws (Might): +d2 or by Driver’s Skill,
Reach, (3 Sharp damage) ATTACKS
Q-Rex Laser (Targeting): +d2 or by Driver’s Skill, Bite and Claws (Might): +d4 or by Driver’s Skill,
Range 50ft/120ft (2 Laser damage) Reach, (3 Sharp damage)

Roaring Beam (Targeting): +d2 or by Driver’s Skill, Q-Rex Laser (Targeting): +d4 or by Driver’s Skill,
Range 50ft/120ft (3 Energy damage) Range 50ft/120ft (2 Laser damage)
Roaring Beam (Targeting): +d4 or by Driver’s Skill,
Range 50ft/120ft (3 Energy damage)

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Zord Attack Vehicles


(Racing Performance Machine Zords)
BEAR CRAWLER CROC CARRIER 1 AND 2
As Linked to an 8th-Level Yellow Ranger Operator As Linked to two 8th-Level Black and Green
Ranger Operators
SIZE: Long HEALTH: 6
SIZE: Extended/Extended HEALTH: (9/9)
MOVEMENT: 70ft Ground
MOVEMENT: 40ft Ground
STRENGTH: 6 SPEED: 4
SMARTS: - SOCIAL: - STRENGTH: 9 SPEED: 4
SMARTS: - SOCIAL: -
TOUGHNESS: 17 (1 Armor) EVASION: 14
WILLPOWER: - CLEVERNESS: - TOUGHNESS: 22 (3 Armor) EVASION: 14
WILLPOWER: - CLEVERNESS: -
Skills: Brawn +d6, Conditioning +3, Driving
(Autopilot) +d2, Initiative +d6 Skills: Brawn +d6, Conditioning +3, Driving
(Autopilot) +d2, Initiative +d6
Zord Features: Call to Action, Combiner
(Compensation), Movement Booster, Multi-Megaform Zord Features: Call to Action, Carrier, Combiner
(Enhanced Melee Attack, Move, Tenacious Bonds), (Tenacious Bonds), Hardened Chassis, Multi-
Recall for Repairs Megaform (Compensation, Core Defenses, Move),
Power Filter, Recall for Repairs
ATTACKS
ATTACKS
Bite Clamp (Might): +d2 or by Driver’s Skill, Reach,
(2 Blunt damage) Bite (Might): +d4 or by Driver’s Skill, Reach, (2 Blunt
damage)
Defense Cannon (Targeting): +d2 or by Driver’s
Skill, Range 50ft/120ft (2 Sharp damage) Flux Guns (Targeting): +d2 or by Driver’s Skill, Range
50ft/120ft, (2 Energy damage)

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EAGLE RACER FALCON CHOPPER


As Linked to an 8th-Level Red Ranger Operator As Linked to an 8th-Level Advanced Spectrum
Ranger Operator
SIZE: Long HEALTH: 6
SIZE: Extended HEALTH: 6
MOVEMENT: 40ft Ground, 45ft Aerial
MOVEMENT: 40ft Ground, 45ft Aerial
STRENGTH: 6 SPEED: 5
SMARTS: - SOCIAL: - STRENGTH: 6 SPEED: 4
SMARTS: - SOCIAL: -
TOUGHNESS: 17 (1 Armor) EVASION: 15
WILLPOWER: - CLEVERNESS: - TOUGHNESS: 17 (1 Armor) EVASION: 14
WILLPOWER: - CLEVERNESS: -
Skills: Brawn +d6, Conditioning +3, Driving
(Autopilot) +d2, Initiative +d6 Skills: Brawn +d6, Conditioning +3, Driving
(Autopilot) +d2, Initiative +d6
Zord Features: Call to Action, Combiner (Move),
Increase (Speed), Movement Booster, Multi- Zord Features: Call to Action, Combiner (Tenacious
Megaform (Compensation, Core Ability - Speed, Bonds), Movement Booster, Multi-Megaform (Core
Enhanced Melee Attack), Recall for Repairs Body, Enhanced Ranged Attack, Move), Recall
for Repairs
ATTACKS
ATTACKS
Claws (Might): +d4 or by Driver’s Skill, Reach, (2
Sharp damage) Fly-By (Driving): +d2 or by Driver’s Skill, Reach, (2
Blunt damage)
Deflection Arrays (Targeting): +d2 or by Driver’s
Skill, Range 50ft/120ft (2 Stun damage) Multi-Launchers (Targeting): +d2 or by Driver’s
Skill, Range 50ft/120ft (2 Energy damage)
Traits: Multi-Weapon (2)

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LION HAULER TAIL SPINNER
As Linked to an 8th-Level Blue Ranger Operator As Linked to an 8th-Level Green Ranger Operator
SIZE: Extended HEALTH: 6 SIZE: Large HEALTH: 6
MOVEMENT: 40ft Ground MOVEMENT: 70ft Ground
STRENGTH: 6 SPEED: 4 STRENGTH: 6 SPEED: 4
SMARTS: - SOCIAL: - SMARTS: - SOCIAL: -
TOUGHNESS: 18 (2 Armor) EVASION: 14 TOUGHNESS: 17 (1 Armor) EVASION: 14
WILLPOWER: - CLEVERNESS: - WILLPOWER: - CLEVERNESS: -
Skills: Brawn +d6, Conditioning +3, Driving Skills: Brawn +d6, Conditioning +3, Driving
(Autopilot) +d2, Initiative +d6 (Autopilot) +d2, Initiative +d6
Zord Features: Blast Attack, Call to Action, Zord Features: Additional Attack Type, Call to
Combiner (Core Defenses), Enhance (Ram), Multi- Action, Combiner (Assault Weapon), Movement
Megaform (Compensation, Core Body, Enhanced Booster, Multi-Megaform (Enhanced Melee Attack,
Melee Attack), Recall for Repairs Move, Tenacious Bonds), Recall for Repairs

ATTACKS ATTACKS
Enhanced Ram (Driving): +d2 or by Driver’s Skill, Optic Array (Targeting): +d2 or by Driver’s Skill,
Reach, (3 Blunt damage) Range 50ft/120ft (2 Laser damage)
Missile Launcher (Targeting): +d2 or by Driver’s Ram (Driving): +d2 or by Driver’s Skill, Reach, (2
Skill, Range 50ft/120ft (2 Fire damage, Blast: 20ft × Blunt damage)
20ft) Tail Spin (Might): +d4 or by Driver’s Skill, Reach, (2
Sharp damage)

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TIGER JET WHALE JET


As Linked to an 8th-Level Advanced Spectrum As Linked to a 13th-Level Advanced Spectrum
Ranger Operator Ranger Operator
SIZE: Huge HEALTH: 6 SIZE: Extended II HEALTH: 9
MOVEMENT: 40ft Ground, 55ft Aerial MOVEMENT: 40ft Ground, 45ft Aerial
STRENGTH: 6 SPEED: 4 STRENGTH: 8 SPEED: 4
SMARTS: - SOCIAL: - SMARTS: - SOCIAL: -
TOUGHNESS: 17 (1 Armor) EVASION: 14 TOUGHNESS: 19 (1 Armor) EVASION: 14
WILLPOWER: - CLEVERNESS: - WILLPOWER: - CLEVERNESS: -
Skills: Brawn +d6, Conditioning +3, Driving Skills: Brawn +d8, Conditioning +3, Driving
(Autopilot) +d2, Initiative +d6 (Autopilot) +d4, Initiative +d6
Zord Features: Call to Action, Combiner (Enhanced Zord Features: Additional Attack Type, Call to
Ranged Attack), Movement Booster, Multi-Megaform Action, Carrier, Combiner (Core Body), Movement
(Core Body, Move, Tenacious Bonds), Recall Booster, Multi-Megaform (Core Ability - Strength,
for Repairs Core Defenses, Move), Recall for Repairs

ATTACKS ATTACKS
Energy Torpedoes (Targeting): +d2 or by Driver’s Fly-By (Driving): +d4 or by Driver’s Skill, Reach, (3
Skill, Range 50ft/120ft (2 Energy damage) Blunt damage)
Traits: Accurate (1) Laser Cannons (Targeting): +d2 or by Driver’s Skill,
Fly-By (Driving): +d4 or by Driver’s Skill, Reach, (2 Range 50ft/120ft (2 Laser damage)
Blunt damage) Waterspout (Targeting): +d2 or by Driver’s Skill,
Range 50ft/120ft (2 Cold damage)

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WOLF CRUISER PALEOZORD 1
As Linked to an 8th-Level Black Ranger Operator As Linked to an 8th-Level Red Ranger Operator
SIZE: Long HEALTH: 6 SIZE: Extended II HEALTH: 6
MOVEMENT: 40ft Ground MOVEMENT: 40ft Ground
STRENGTH: 7 SPEED: 4 STRENGTH: 7 SPEED: 4
SMARTS: - SOCIAL: - SMARTS: - SOCIAL: -
TOUGHNESS: 20 (3 Armor) EVASION: 14 TOUGHNESS: 18 (1 Armor) EVASION: 14
WILLPOWER: - CLEVERNESS: - WILLPOWER: - CLEVERNESS: -
Skills: Brawn +d6, Conditioning +3, Driving Skills: Brawn +d6, Conditioning +3, Driving
(Autopilot) +d2, Initiative +d6 (Autopilot) +d2, Initiative +d6
Zord Features: Call to Action, Combiner (Core Ability Zord Features: Additional Attack Type, Call to
– Strength), Hardened Chassis, Multi-Megaform Action, Combiner (Core Body), Increase (Strength),
(Assault Weapon, Core Defenses, Tenacious Bonds), Multi-Megaform (Compensation, Core Ability -
Recall for Repairs Strength, Move), Recall for Repairs

ATTACKS ATTACKS
105cm Cannon (Targeting): +d4 or by Driver’s Skill, Deep Freeze (Targeting): +d4 or by Driver’s Skill,
Range 50ft/120ft (2 Sharp damage) Range 50ft/120ft (2 Cold damage)
Traits: Ballistic Ram (Driving): +d2 or by Driver’s Skill, Reach, (2
Ram (Driving): +d4 or by Driver’s Skill, Reach, (2 Blunt damage)
Blunt damage) Steam Jet (Targeting): +d4 or by Driver’s Skill,
Range 50ft/120ft (2 Fire damage)

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PALEOZORD 2 PALEOZORD 3
As Linked to an 8th-Level Red Ranger Operator As Linked to an 8th-Level Red Ranger Operator
SIZE: Extended II HEALTH: 6 SIZE: Extended II HEALTH: 6
MOVEMENT: 40ft Ground MOVEMENT: 40ft Ground
STRENGTH: 6 SPEED: 5 STRENGTH: 6 SPEED: 5
SMARTS: - SOCIAL: - SMARTS: - SOCIAL: -
TOUGHNESS: 17 (1 Armor) EVASION: 15 TOUGHNESS: 17 (1 Armor) EVASION: 15
WILLPOWER: - CLEVERNESS: - WILLPOWER: - CLEVERNESS: -
Skills: Brawn +d6, Conditioning +3, Driving Skills: Brawn +d6, Conditioning +3, Driving
(Autopilot) +d2, Initiative +d6 (Autopilot) +d4, Initiative +d6
Zord Features: Call to Action, Combiner (Core Zord Features: Call to Action, Combiner (Core
Body), Crew Compartment, Increase (Speed), Multi- Body), Crew Compartment, Increase (Speed), Multi-
Megaform (Compensation, Core Ability - Speed, Megaform (Compensation, Core Ability - Speed,
Enhanced Ranged Attack), Recall for Repairs Enhanced Melee Attack), Recall for Repairs

ATTACKS ATTACKS
Cannons (Targeting): +d4 or by Driver’s Skill, Range Cannons (Targeting): +d4 or by Driver’s Skill, Range
50ft/120ft, (2 Energy damage) 50ft/120ft, (2 Energy damage)
Ram (Driving): +d2 or by Driver’s Skill, Reach, (2 Ram (Driving): +d4 or by Driver’s Skill, Reach, (2
Blunt damage) Blunt damage)

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3
HIGH OCTANE MEGAZORD ATTACKS
As Linked to an 8th-Level RPM Ranger High Octane Punch (2/scene; Might): +d4 or by
Operator Team Drivers’ Skills, Reach, (9 Blunt damage)

SIZE: Towering HEALTH: (7/7/7) Participant Melee Attack (Might): +d4 or by


Drivers’ Skills, Reach, (3 Blunt damage)
MOVEMENT: 50ft Ground
STRENGTH: 6 SPEED: 4 Participant Ranged Attack (Targeting): +d4 or by
SMARTS: - SOCIAL: - Drivers’ Skills, Range 50ft/120ft, (2 Energy damage)
TOUGHNESS: 19 (3 Armor) EVASION: 15
WILLPOWER: - CLEVERNESS: -
Skills: Brawn +d6, Driving (Autopilot) +d4,
Initiative +d6

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MACH MEGAZORD
As Linked to an 8th-Level RPM Ranger
Operator Team ATTACKS
SIZE: Towering HEALTH: (19/7/7) Energy Power Bow (1/scene; Targeting): +d4 or by
Drivers’ Skills, Range 100ft/240ft (6 Energy damage)
MOVEMENT: 40ft Ground, 65ft Aerial
Traits: Accurate (1)
STRENGTH: 8 SPEED: 5
SMARTS: - SOCIAL: - Participant Melee Attack (Might): +d4 or by
Drivers’ Skills, Reach, (3 Blunt damage)
TOUGHNESS: 21 (3 Armor) EVASION: 15
WILLPOWER: - CLEVERNESS: - Participant Ranged Attack (Targeting): +d4 or by
Skills: Brawn +d8, Driving (Autopilot) +d4, Drivers’ Skills, Range 50ft/120ft (2 Laser damage)
Initiative +d6

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PALEOMAX MEGAZORD
ATTACKS
As Linked to an 8th-Level RPM Ranger
Operator Team Crimson Chop (1/scene; Might): +d4 or by Drivers’
SIZE: Towering HEALTH: (13/13/13) Skills, Reach, (6 Energy damage)

MOVEMENT: 50ft Ground Mammoth Projector (1/scene; Targeting): +d4 or


by Drivers’ Skills, Maneuver (1), (6 Cold damage,
STRENGTH: 7 SPEED: 5
Cone: 60ft)
SMARTS: - SOCIAL: -
TOUGHNESS: 20 (3 Armor) EVASION: 16 Participant Melee Attack (Might): +d4 or by
WILLPOWER: - CLEVERNESS: - Drivers’ Skills, Reach, (2 Blunt damage)
Skills: Brawn +d8, Driving (Autopilot) +d4, Participant Ranged Attack (Targeting): +d4 or by
Initiative +d6 Drivers’ Skills, Range 50ft/120ft, (2 Energy damage)

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VALVEMAX MEGAZORD ATTACKS


As Linked to an 8th-Level RPM Ranger Chest Bite (1/scene; Might): +d4 or by Drivers’
Operator Team Skills, Reach, (9 Sharp damage)

SIZE: Towering HEALTH: (10/10/7/7) Energy Stream (1/scene; Targeting): +d4 or by


Drivers’ Skills, Range 100ft/240ft (6 Energy damage)
MOVEMENT: 40ft Ground
STRENGTH: 7 SPEED: 5 Participant Melee Attack (Might): +d4 or by
SMARTS: - SOCIAL: - Drivers’ Skills, Reach, (3 Sharp damage)
TOUGHNESS: 21 (3 Armor) EVASION: 16 Participant Ranged Attack (Targeting): +d4 or by
WILLPOWER: - CLEVERNESS: - Drivers’ Skills, Range 50ft/120ft (2 Laser damage)
Skills: Brawn +d8, Driving (Autopilot) +d4,
Initiative +d6
Special Rules: Power Filter

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ZENITH MEGAZORD ATTACKS
As Linked to a 12th-Level RPM Ranger Operator Team Double-Foot Kick (2/scene; Might): +d6 or by
Drivers’ Skills, Reach, (9 Blunt damage)
SIZE: Towering HEALTH: (13/10/10/7/7/7/7)
Participant Melee Attack (Might): +d4 or by
MOVEMENT: 40ft Ground, 45ft Aerial
Drivers’ Skills, Reach, (3 Sharp damage)
STRENGTH: 8 SPEED: 5
SMARTS: - SOCIAL: - Participant Ranged Attack (Targeting): +d4 or by
Drivers’ Skills, Range 50ft/120ft (3 Laser damage)
TOUGHNESS: 22 (3 Armor) EVASION: 16
WILLPOWER: - CLEVERNESS: - Wheel Blaster Overthrust Beams (1/scene;
Targeting): +d4 or by Drivers’ Skills, Range
Skills: Brawn +d8, Driving (Autopilot) +d4,
Initiative +d6 100ft/240ft (9 Energy damage)
Traits: Accurate (1)

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R.P.M. ULTRAZORD
As Linked to a 16th-Level RPM Ranger Operator Team ATTACKS
SIZE: Titanic HEALTH: Full Body Energized Charge (1/scene; Might): +d8
(19/10/10/7/7/7/7/7/7/7/7/7) or by Drivers’ Skills, Reach (12 Blunt damage)
MOVEMENT: 60ft Ground Alternate Effect: Maneuver

STRENGTH: 9 SPEED: 5 Megazord Projection Array (1/scene; Targeting):


SMARTS: - SOCIAL: - +d6 or by Drivers’ Skills, Range 100ft/240ft (9 Fire
damage, Blast: 30ft × 30ft)
TOUGHNESS: 23 (4 Armor) EVASION: 16
WILLPOWER: - CLEVERNESS: - Participant Melee Attack (Might): +d8 or by
Skills: Brawn +d10, Driving (Autopilot) +d6, Drivers’ Skills, Reach 20ft (4 Blunt damage)
Initiative +d6 Participant Ranged Attack (Targeting): +d6 or by
Special Rules: Power Filter Drivers’ Skills, Range 50ft/120ft (3 Laser damage)

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Miscellaneous Zords

BACONODON
Skills: Brawn +d6, Conditioning +3, Driving
As Linked to an 8th-Level Purple Ranger (Autopilot) +d2, Initiative +d6
SIZE: Extended II HEALTH: 8 Zord Features: Call to Action, Combiner
MOVEMENT: 40ft Ground (Compensation), Evolved Instincts, Heavy Chassis,
Recall for Repairs, Upgraded Zord (Overprotective)
STRENGTH: 8 SPEED: 4
SMARTS: - SOCIAL: - ATTACKS
TOUGHNESS: 19 (1 Armor) EVASION: 15
Crushing Weight (Might): +d2 or by Driver’s Skill,
WILLPOWER: - (+3) CLEVERNESS: - (+3)
Reach (2 Blunt damage)
Razorback Flechettes (Targeting): +d2 or by
Driver’s Skill, Range 50ft/120ft (2 Sharp damage)

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FEATHERDACTYL Skills: Brawn +d6, Conditioning +3, Driving


(Autopilot) +d2, Initiative +d6
As Linked to an 8th-Level Orange Ranger Zord Features: Additional Attack Type, Call to
SIZE: Gigantic HEALTH: 7 Action, Combiner (Move), Heavy Chassis, Recall for
Repairs, Spiritual Link
MOVEMENT: 50ft Ground
STRENGTH: 7 SPEED: 4 ATTACKS
SMARTS: - SOCIAL: -
Beaksmash (Might): +d2 or by Driver’s Skill, Reach
TOUGHNESS: 18 (1 Armor) EVASION: 14 (2 Blunt damage)
WILLPOWER: - CLEVERNESS: -
Kickslash (Might): +d2 or by Driver’s Skill, Reach (2
Sharp damage)
Squawk Beam (Targeting): +d2 or by Driver’s Skill,
Range 50ft/120ft (2 Energy damage)

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S.P.D. BLAST RUNNER ATTACKS
As Linked to an 11th-Level Orange Ranger Ram (Driving): +d4 or by Driver’s Skill, Reach (2
Blunt damage)
SIZE: Extended HEALTH: 6
Rooftop Cannons (Targeting): +d4 or by Driver’s
MOVEMENT: 40ft Ground
Skill Range 50ft/120ft (2 Sharp damage)
STRENGTH: 7 SPEED: 4 Traits: Accurate (1)
SMARTS: - SOCIAL: -
Shock Munitions (Targeting): +d4 or by Driver’s
TOUGHNESS: 20 (3 Armor) EVASION: 14
Skill, Range 50ft/120ft, (2 Electromagnetic damage,
WILLPOWER: - CLEVERNESS: -
Blast: 20ft × 20ft)
Skills: Brawn +d6, Conditioning +3, Driving
(Autopilot) +d4, Initiative +d6
Zord Features: Additional Attack Type, Blast Attack,
Call to Action, Combiner (Assault Weapon), Hardened
Chassis, Recall for Repairs

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CHAPTER 4
MORPHIN ACROSS
THE AGES
Time Travel CHRONOMANCY: MYSTICAL, MAGICAL
TRANSPORTATION
Moving and interacting with different space-time
points is a complex and mind-boggling concept. A rare and dangerous talent even amongst arcanists,
Entire think tanks of chronologists and dedicated chronomancy uses arcane spells, rituals, or artifacts
researchers have spent generations figuring out to manipulate the fabric of time. Compared to
how to make it work, and many of them admit just other time travel methods, the most common use
how much of the process was and is trial and error. of chronomancy involves creating time portals.
The results are evident in the Power Rangers media Considering the rarity of these talents, aptitudes,
setting, with teams, villains, and entire police forces and assets, it should come as no surprise that
based on their statistical quantum calculations and chronomancy carries the slightest chance for error.
precise chronometric coordinates. Unfortunately, those errors can create the greatest
paradoxes and spacetime anomalies if something
The sciences of time travel and interdimensional goes awry.
existence function for storytelling and mechanics
purposes because they simply must. For the Power Using chronomancy for continuum travel
Rangers Roleplaying Game, time travel works as is generally covered by a specific game effect
a narrative device. How it functions scientifically as described by a certain spell or incantation
isn’t as important as how it functions within the individually, which describes the Skill Tests and
game’s rules. assets needed for its use. Where such magic is
accessible, full details on those unique instances
This section examines how time travel and time will be available.
travelers affect the worlds around them, how
individuals accomplish time travel, and ultimately For general chronomancy, wielding the proper
what kinds of problems occur when travelers aren’t energies to create a time portal requires a Culture
careful. The spacetime continuum is not kind (Arcane) Skill Test. The following table presents a
to those who ply it carelessly, and the following useful guide for the GM to determine the difficulty
sections show you just how bad things can get. of this Skill Test.

Methods of Time Travel in


Essence20
In the Essence20 Roleplaying System, there are four
time travel methods: chronomancy, personal
sending, transwarp navigation, and wormhole
bridging. Each technique has specific game
functions, as described below.

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TABLE 4-1: CHRONOMANCY DIFFICULTY of the work making the quantum calculations,
GUIDE temporal scans, and other essential facets of time or
dimensional travel.
DIFFICULTY OR
TIME PORTAL BEING CREATED
MODIFIER To successfully arrange for a personal sending, the
Recent Past (10 or fewer years) DIF 8 equipment used for transit must first be programmed
Far Past (1,000 – 11 years) DIF 12 with the continuum coordinates, requiring access
Distant Past (10,000 – 1,001 years) DIF 16 to the equipment and a successful Technology
(Chronotech) Skill Test with the difficulty based upon
Forgotten Past (10,001+ years) DIF 20
where and when the pinpoint travel is to arrive:
Near Future (Up to 5 years) DIF 12
Far Future (6 – 1,000 years) DIF 18
• DIF 10 for the Past
Distant Future (1,001+ years) DIF 24
• DIF 12 for the Documented Future
Alternate Timeline/Dimension +8 DIF
• DIF 15 for the Unknown Future
• Roll with Snag if going to an alternate
Additional Object/Person Travelling
+1 DIF dimension/timeline.
through Time Portal

Once the difficulty is determined, the caster of Unlike other methods, the challenge of Personal
the spell or user of the chronomantic device must Transport lies in accurately selecting the target.
succeed at two Culture (Arcane) Skill Tests to ensure Once the coordinates are set and verified, the
everything works as intended. The first, and arguably device merely requires activation. For some
most important, is to determine the aim of the time personal sending equipment, this is as easy as
portal. The second Skill Test arranges for the portal’s throwing a single switch or lever. For others,
stability. Should both Tests succeed, the time portal a massive investiture of Personal Power or a
opens perfectly. Failure or Fumble on the first Test similar source.
opens the portal as planned, but it results in a d6 Unless the personal sending equipment is being
roll upon the Table 4-5: Time Travel Error, found later operated under duress, the device itself is damaged,
in this chapter. Failure or Fumble on the second or under some other complication at the GM’s
Test opens the portal as planned, but its dangerous discretion, this continuum travel is precise, safe, and
fluctuations inflict 1 Energy damage upon all who nearly instantaneous. Should there be a reason for
pass through it. If the character fails both Tests, the something to go wrong, the likelihood of a mishap
portal fails to open at all. A Fumble on both Tests being anything more than being late or early for
results in a massive surge of cross-temporal energy a specific event is slim. Often, when this method
and a frighteningly high 2d8 roll on Table 4-8: encounters a problem, it results with I’m Early/Too
Continuum Anomalies (see page 114)! Late! on Table 4-5: Time Travel Error.

Personal Sending: Travel Transwarp Navigation: Set


for One, Please Course for Yesteryear
Personal sending uses advanced technology to send The most common form of safe travel along the
individuals to specific locations and moments on spacetime continuum, this method physically sends
the spacetime continuum. This method can be far objects and people through transwarp, a term used
safer and more accurate but requires a significant to describe the tumultuous aether that connects
investment of research and energy. For example, reality. Transwarp travel requires two critical pieces of
Space Patrol Delta, in the far future, uses this technology: a method to open a portal into transwarp
technique to deploy special agents like the Blue and an enclosed vessel that can safely transport living
Senturion and the Nova Rangers. beings through the dangerous currents between time
A personal sending transmission turns a single and space. In some cases, these are two devices,
person or object into a packaged wavelength of such as the chrono-gate structure used by Time Force
energy and hurls it through a pinpointed time to send Time Force Rangers their Time Flyer Zords.
portal that empties onto a chronometrically- Some remarkably advanced vehicles can open the
verified location. So advanced is this kind of gate and safely navigate the dangers within, such as
transport that the devices used do most, if not all, the Time Force Time Ship.

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Opening a standard access point to transwarp Wormhole Bridging: the


with the proper technology requires a basic DIF 12
Technology (Transwarp) Skill Test. Failure on this Future at the End of the
Test denies access to the transwarp aether. A Fumble Tunnel
on this Test, however, surely damages the device Wormhole bridging uses a similar process to
in question, and the GM should roll a single d6 to transwarp navigation but requires travelers to
potentially create a localized Continuum Anomaly. navigate a wormhole instead of the spacetime
Once the vessel gains access to transwarp, a pilot aether. The challenge in this method comes with
must navigate the ship through the tumultuous plotting the course through a, hopefully stable,
ebbs, flows, and eddies of the impossibly powerful wormhole. This method places stress on the
temporal aether that makes up the dimensional planning rather than the pilot.
buffer between realities. Unless something goes The concept of this mode of time travel is easy:
catastrophically wrong, transwarp moves through open a time portal that connects to a potentially
and between time itself, meaning the trip, to those stable wormhole, enter the wormhole, travel it to its
outside of transwarp, takes only a few seconds. end, and exit at its continuum aperture. All that is
For those in the traveling vessel, the trip lasts as required is the technology to open such a spacetime
long as it takes for the pilot(s) to maneuver through tunnel, aim it accurately, and use something to
the aether to find their plotted exit point. It is the protect travelers during the journey.
temporal equivalent of a sailing vessel looking for its
port during a hard-blowing sea squall! Provided technology is available to open
and aim something to generate a wormhole for
The pilot(s) of the transwarp-capable vessel must temporal transportation, it requires two Science
attempt a series of DIF 15 Driving (Transwarp) (Chronometrics) Skill Tests at a DIF based on where
Skill Tests, doing so until they achieve the and how far the wormhole needs to bridge:
necessary number of Degrees of Success to find
their destination point. Use the following table TABLE 4-3: WORMHOLE BRIDGE
to determine how many Degrees of Success are DISTANCES
needed for a successful trip:
TEMPORAL DISTANCE OF
DIFFICULTY
WORMHOLE
TABLE 4-2: TRANSWARP DESTINATION
Known Past DIF 8
SUCCESSES
Unknown Past DIF 12
DISTANCE TO DEGREES OF SUCCESS
TRANSWARP EXIT POINT NEEDED Known Future DIF 10

Up to 10 years 1 Unknown Future DIF 15

11 – 100 years 2 Historically Recorded -2 DIF

101 – 1,000 years 3 Alternate


+5 DIF
Dimension/Timeline
1,001 – 10,000 years 4
10,001+ years 5 The first Skill Test used is to calculate the aim
Alternate of the wormhole. If this Test Fails or Fumbles,
Double the above number.
Dimensions/Timeline the process can end immediately, allowing the
When the pilot(s) reaches the requisite Degrees of chronometric technicians to re-calculate their
Success, the transwarp exit becomes apparent, and algorithms and the like before a further re-attempt.
the vessel emerges successfully. The second Skill Test opens the bridging
If a transwarp traveling vessel acquires three wormhole between the entrance point and the
Fumbles on their Driving (Transwarp) Skill Tests aimed exit aperture. Failing in this Test still opens
before reaching their exit finds themselves ejected the wormhole but forces the risk of rolling a d6 for
from transwarp in the middle of a Lost in Time! Time Continuum Anomaly (see page 113) upon exiting. A
Travel Error result (see page 113). Fumble on this second Test results in the wormhole
collapsing, which forces a potentially catastrophic
d12 Continuum Anomaly roll instead!

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MORPHIN ACROSS THE AGES
4
Unlike traveling through transwarp, which feels well-planned and highly advanced exploration of
instantaneous, wormhole bridging is a far more the continuum can go awry.
physical form of transport, taking one second of The information given here prepares Power
wormhole transportation for each year of external Rangers and other characters for understanding how
time traveled, with no modifications needed for to effectively time travel in their games. It also offers
crossing dimensions or alternate timelines. GMs many options for how attempts can go wrong
and what happens when it does.
The Miscellaneous and
Unique Event Exploration
While the previously detailed methods of time travel Unlike trying to map out kingdoms, countrysides,
serve as the standards for how most travelers cross star systems, planets, or even galaxies, exploring
the infinite spacetime continuum, there are always time itself isn’t so much a matter of locations or
new and unique instances that can appear as to directions as much as specific events or the rough
how others might do so. passage of time between them. By linking these
The following are a few good examples of unique mapped events, temporal travelers can consider
time travel situations that could take place in an an era to be understood or historically recorded. It
Essence20 campaign: makes anchoring transportation elements far easier.

• An advanced starship uses the dimensional- For many experienced time travelers or time-
bending properties of a black hole’s event traveling agencies, entire event maps of history,
horizon to skim the continuum, pulling itself out present tidings, and possible futures have already
of time for an indeterminate duration. been made. Once mapped, special communicators,
computer systems, and so on can access these
• A powerful psionically empowered being learns
potential futures. For inexperienced travelers, or
how to dream walk, appearing and interacting
those cut off from such advanced technological
with the past events found in someone’s dreams
aids, it can take a great deal of research and data
or memories
mining to successfully map out a course of events to
• Something capable of nearly moving at the prepare for time travel.
speed of light uses that speed to push the limits
of Einsteinian Quantum Physics and literally fly If characters do not have access to a relevant
backward and forward in time itself data resource, such as the database at Time Force
• An immortal being, knowing immense patience, headquarters, they can map a time travel journey
waits for the eons to pass to effectively reappear using a variety of Skills:
in the future • Alertness (Temporal Specifics) allows characters
to look for useful anecdotes and moments in
Exploring Spacetime time to add to their map.
• Culture (History) grants characters knowledge
There are nearly infinite points of order and events of what has passed, or will pass, to map out the
of note along the braided realities of the spacetime necessary temporal routes and options.
continuum. A lot can happen when plying those • Science (Chronometrics) helps characters
temporal tides and mapping out the timelines. A analyze raw data pertaining to benchmark
lot more can happen than what some travelers are moments in the era to detail their map.
ready for, and those situations can get even worse • Streetwise (Quantum Research) provides the
for all the uninitiated, or uninformed bystanders characters with knowledge of surrounding
caught up in the wake of time travelers. events to create a more complete map.
This section looks at the dangers of leaping Event mapping requires two successful Skill
through the temporal eras, what it can mean to a Tests; one for anchoring someplace to serve as the
timeline when a time traveler is careless, or simply starting point and one to route the journey to its
what can happen when a paradox gets out of hand. destination. The DIF varies depending on the Skill
Time travel is a great deal of science, planning, being used and whether it is for the origin point or
and technological advances, but even the most the destination, as shown in the table below.

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TABLE 4-4: EVENT MAPPING


DIFFICULTY
DESTINATION: PAST DESTINATION: DESTINATION:
SKILL USED ORIGIN POINT TEST
ERAS PRESENT ERA FUTURE ERAS
Alertness (Temporal
DIF 12 DIF 18 DIF 14 DIF 16
Specifics)
Culture (History) DIF 14 DIF 10 DIF 12 DIF 20
Science
DIF 10 DIF 12 DIF 8 DIF 16
(Chronometrics)
Streetwise
DIF 12 DIF 15 DIF 12 DIF 18
(Quantum Research)

If the destination exists in an alternate timeline or TABLE 4-5: TIME TRAVEL ERROR
dimension, the Skill Test suffers a Snag.
DIE ROLL RESULT ERROR
Success on the event mapping procedure, or using 1 What Time is it?
existing maps, means the time travel journey can
2 Missed the Mark
take place without any additional hindrances. If the
3 I’m Early/Too Late!
process fails, characters attempt all travel-related
Skill Tests with Snag. Should the process result in a 4 Out of Control
Fumble, all related Tests also suffer 2. 5 Rooted and Anchored
6 Unexpected Paradox
Time Travel Errors 7 Lost in Time!

During the exploration and travels along the 8 Timequake!


spacetime continuum, mistakes can happen. Even What Time is it?: You arrive just a few minutes
the most experienced and skilled time travelers ahead or behind your scheduled destination,
occasionally get the math incorrect, plan an event causing momentary confusion. All travelers in this
map longer than it is supposed to be, or simply get journey suffer 1 to their Skill Tests for 1d6 minutes
too mixed up in the transwarp aether to count a while their senses acclimate.
journey as being perfectly successful.
Missed the Mark: You have arrived physically
It is in these instances where errors take place, apart from your destination point, 3d6 × 100 feet in
which can range from a slight hiccup in space and a random direction from where you were supposed
time to arriving in the completely wrong era. to end up.
Some instances might call for the generation of a Time I’m Early/Too Late!: You have arrived several days
Travel Error throughout the time travel process. When before or after the destination moment you were
that happens, unless the situation asks for a specific die supposed to reach. Roll 1d2; 1 = 2d6 days early, 2 =
to be rolled, the GM decides just how serious the Error 2d6 days late.
being generated should be and rolls the appropriate die
Out of Control: Your arrival has sent all manners
on the Time Travel Error Table below.
of temporal and chronometric laws and theories
A Trivial Error should be barely a hindrance to the straight out the proverbial window, requiring
travelers and rolls a d2. twenty-four hours to reset instruments, senses, and
A Modest Error can have some difficult other equilibriums. During this time, all travelers’
repercussions on the travelers and rolls a d4. Alertness and Technology Skill Tests suffer 1.
A Serious Error requires the travelers to consider Rooted and Anchored: You came out of your
their following actions and rolls a d6. transit method at temporal speeds the destination
was not ready for and have effectively plunged into
A Catastrophic Error is the sort of thing that might
the timestream like a nail into timber. For 1d4 days,
require additional time travel just to set things right
anyone involved with this error cannot manipulate
and rolls a d8.
or access the time stream.

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MORPHIN ACROSS THE AGES
4
Unexpected Paradox: There was a momentary which die to roll, or modify, for a Continuum
stutter in the continuum when you arrived at your Anomaly. During gameplay, however, certain
destination. Although you seemingly have traveled actions and activities could seem like they would
successfully to your intended location, the stutter potentially create one of these spacetime problems.
has created a Temporal Paradox version of the When the GM decides the status quo and sanctity of
travelers that appear within a hundred feet and a spacetime is at risk, they can choose to secretly roll,
few hours of your journey. Effectively, everyone or have one of the players roll unknowingly, a die or
involved with the time travel error gains the dice matching the different levels of risk severity as
Mandatory Hang-Up from the Paradox Influence described on the following table:
found on page 21.
TABLE 4-7: RISK SEVERITY FOR
Lost in Time!: Something has gone terribly wrong,
and your destination has moved dramatically up, down, ANOMALY
or perhaps next to your expectations. Roll 2d8, and SITUATIONAL RISK DIE
LEVEL OF RISK
consult the table below as to when you have arrived: EXAMPLE ROLLED
Revealing future data,
TABLE 4-6: LOST IN TIME! Trivial meeting your own 1d2
historical paradoxes
2D8 RESULT TEMPORAL ERA
Manipulating minor
2-3 The Awakening historical events
Small 1d4
or using malleable
4-5 Master Vile’s War
temporal energies
6-7 Prehistoric Times
Minor paradox
Modest 1d6
8-9 Medieval Era interactions
10-11 Dynastic Era Modifying known
Average 1d8
temporal events
12-13 The Wild West
Prolonged paradox
14-15 Modern Era High 1d10
interactions
16 Future Earth/Corinth
Erasing a temporal
Serious 1d12
As above, but in an alternate anchorage event
Doubles
timeline or dimension
Massive
Catastrophic 2d8
Timequake!: Your journey has ruptured something chronometric mishap
integral to the local time stream, and your arrival The result(s) of the die or dice rolled determine the
has unleashed a massive temporal storm of sorts significance of the resulting Continuum Anomaly:
upon the local area. Roll five times on Table 4-8:
• A result of 2-5 results in a Minor Anomaly
Time Travel Anomalies: 1d6, 1d8, 1d10, 1d12, and
2d6, applying all results as directed. • A result of 6-8 results in a Lasting Anomaly
• A result of 9-14 results in a Major Anomaly
Continuum Anomaly • A result of 15-16 results in a
Cataclysmic Anomaly
The spacetime continuum prefers to run by its own
Each of the above categories corresponds to one
natural laws and quantum physics, moving through
of the tables below, allowing the GM to choose
reality as it always has and always will. When these
or roll randomly to determine what manner of
laws are bent and broken, no matter how much or
Continuum Anomaly applies.
by whom, an anomaly may form as reality works to
correct itself.
Many of this sourcebook’s Perks, Powers, and
other game assets risk the solidity of the continuum.
In those cases, the game information points out

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TABLE 4-8: CONTINUUM ANOMALIES Déjà vu: There is a constant bewildering sense of
MINOR ANOMALIES we’ve done this before that plagues the travelers,
keeping them from spending Story Points for re-rolls
2D6 RESULT ANOMALY
until the anomaly is repaired.
2-3 Time Tick
4-6 Word Swap
Lesser Amnesia: A single person close to the
travelers forgets everything about them until the
7 Palette Alteration
characters repair the anomaly.
8-10 Stutter
Mixed Details: Major elements of an event, such
11-12 Déjà vu
as who was involved or its final outcome, change.
LASTING ANOMALIES
The changes cause significant confusion when trying
1D8 RESULT ANOMALY to understand history or current events.
1-2 Stutter
Flicker: Someone or something connected to the
3-4 Déjà vu area begins to flicker out of existence, disappearing
5 Lesser Amnesia from everyone’s, but the travelers’, memories in 2d4
6 Mixed Details days. The disappearance lasts as a blank spot in their
7-8 Flicker memory until the characters repair the anomaly.
MAJOR ANOMALIES Greater Amnesia: A group of people close to the
1D6 RESULT ANOMALY travelers forgets everything about them until the
1-2 Mixed Details anomaly is repaired.
3-4 Flicker Temporal Loop: The travelers are caught in the
5 Greater Amnesia same twenty-four-hour time loop of events, forced
6 Temporal Loop
to re-visit and re-live that same day again and again
until they repair the anomaly.
CATACLYSMIC ANOMALIES
1D4 RESULT ANOMALY
Multiplicity Paradox: Until the travelers repair the
anomaly, new and increasingly different versions
1-2 Multiplicity Paradox
of the travelers appear daily, creating a host of
3 Mass Amnesia
paradoxes and ultimately hurling everyone and
4 Temporal Collapse everything into temporal chaos.
Time Tick: Every few minutes, there is a repeated Mass Amnesia: Everyone incapable of time/
second’s worth of time. Characters may not even dimensional travel outside a temporally protected
recognize this slight difference, but it causes buffer forgets everything about the travelers’
things to fall out of synch after days’ worth of these existence until they repair the anomaly.
misplaced seconds. Temporal Collapse: The very fabric of spacetime
Word Swap: Two uncommonly used words have becomes unstable all around the travelers. At the
their origins swapped, making one thing mean the beginning of every scene the travelers are a part
other and vice versa. This change seems normal to of, roll 2d6 and apply a new, albeit temporary,
everyone but the traveling characters. Continuum Anomaly to that scene. This process
continues until either the characters repair the
Palette Alteration: The color of something
Temporal Collapse or the same numerical result
relatively minor changes drastically. A person close
is generated twice in a row. If the latter happens,
to the travelers with brown eyes suddenly sports
everything begins to unravel, and the travelers find
striking ice blue eyes, or perhaps something more
themselves in a hectic race to repair things before
widespread that affects many others.
something truly apocalyptic happens to spacetime
Stutter: Everyone aside from the travelers have a on this timeline!
slight audio echo to the last word they say or sound
they make in a short series. It is strangely off-putting
and disorienting, imposing 1 to all vocal-based
Skill Tests until characters repair the anomaly.

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MORPHIN ACROSS THE AGES
4
Should Anomalies inform or instruct to do so. Unlike many other
prolonged Skill Test accumulations, Failures do not
be Immediately adversely affect the process. A Fumble requires

Apparent?
a new 1d8 roll to determine a new, additional
Continuum Anomaly.
Some stories benefit from the players To determine which Skill Test(s) are needed, roll
figuring out Continuum Anomalies and how on Table 4-9: Anomaly Repair Skills.
to fix them rather than everyone becoming
aware of the problem immediately after TABLE 4-9: ANOMALY REPAIR SKILLS
determining the result. The GM can explain 1D20 RESULT SKILL
their game’s Continuum Anomalies openly, or 1 Any Unskilled Test
they can apply them to the game in secret, 2 Player’s Choice of Skill
revealing their effects within the narrative and
3 Acrobatics
letting the characters, and players, figure out
4 Alertness
that something is amiss about their travels!
5 Animal Handling
6 Athletics

Repairing Anomalies 7 Brawn


8 Culture
Just as Time Force does with the potential anomalies
9 Deception
created by time crimes across the continuum, any
time travelers that understand there is a Continuum 10 Driving
Anomaly taking place can take action to attempt 11 Infiltration
repairs. Performing specific actions, making subtle 12 Intimidation
adjustments to events, and occasionally undertaking 13 Performance
significant interactions with seemingly unrelated things
14 Persuasion
can have a sort of reverse butterfly effect that rewinds
and repairs the damage to the spacetime continuum. 15 Streetwise
16 Survival
To repair an anomaly, the travelers must first
17 Targeting
understand the nature of the Continuum Anomaly
through an Alertness (Chronometrics) Skill Test 18 Technology
with a DIF based upon how strongly apparent the 19 GM’s Choice of Skill
Anomaly is: Minor Anomalies are DIF 18, Lasting Roll Again Twice, ignoring results of
Anomalies are DIF 14, Major Anomalies are DIF 10, 20
1 and 20. These two Skills must be
succeeded simultaneously to count
and Cataclysmic Anomalies are DIF 8.
as a Repair Success.
Once travelers become aware of the problem,
they can take steps to repair the anomaly by
performing a number of seemingly random Skill Across The
Tests at a variable DIF.
A Minor Anomaly requires only a single DIF 14
Time Stream
Skill Test to repair.
A Lasting Anomaly requires only a single DIF 16
Moments In Time
Skill Test to repair. To say the timestream is vast is like saying an ant is
the size of a Megazord. Time stretches across all of
A Major Anomaly requires two DIF 18 Skill Tests
reality and even into places outside of existence.
to repair.
While some people see time as a mathematical
A Cataclysmic Anomaly requires three DIF 20 way to calculate the duration of events, time is an
Skill Tests to repair. exceedingly complex concept to wrap one’s head
These successful Skill Tests can happen at any around. Even trying to pick a specific moment
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in time can be a challenge. If a Ranger were great civilizations, and waged brutal wars among
sent through time and found themselves trapped themselves. The ancient beings who discovered how
in feudal Japan, they must search for clues to to manipulate the Morphing Grid became known as
determine when they arrived. Time is also fragile; the Morphing Masters. The forces of evil were held
the slightest changes can drastically alter how at bay by the Morphin Masters’ champions, saving
events play out. While moving a pebble on a the galaxy from becoming undone in a sea of terror
road may not cause World War 2 to end with an and tyranny. These champions laid the foundations
American defeat, something as simple as delaying to help later civilizations form their own guardians.
an individual by a minute may mean they did not Few Power Rangers have seen the Awakening
arrive at a location in time for an important event firsthand. Time travel to this period is notoriously
to occur. Telling someone what their future will be difficult as the dimensional energies make time
in no way guarantees it will happen, while telling a travel unpredictably dangerous. Ancient beings
person a lie may cause them to become too curious whose powers could eclipse those of Dark Specter
and change their future forever. or Zordon of Eltar were said to exist in this era.
So, needless to say, time can be a tricky thing. Should they gain access to the technology to travel
Power Rangers from all eras may find themselves forwards in time, it could introduce a powerful new
ripped out of their time and traveling into another evil that modern forces could not hope to defeat.
century. The original Power Rangers team faced That is not to say ancient forces from this era don’t
a few threats that forced them to travel backward exist in modern times. In addition to the great works
in time. Other teams, such as the Time Force of the Morphing Masters, several champions emerged
Power Rangers, were from the far future and to protect the universe from evil. Auric the Conqueror,
found themselves trapped in the distant past. It is a famed general and guardian of his people, kept
even possible for a team from the 20th century to Earth safe from rampaging mutated dinosaurs and
find themselves trapped in the distant future and alien overlords. The Sentinel Knight began his watch
unable to make sense of the strange cityscapes over planet Earth during this period and kept many
surrounding them. treasures hidden across the planet. Beings such as
The following are several eras throughout galactic these may be the predecessors of the Power Rangers,
history that Power Ranger stories may take place but they were also great champions in their own right
in. Whether taking place at the dawn of time or in whose fame spread tales across the galaxy.
the last human city, these areas should help inspire LIFE DURING THE AWAKENING
stories where Power Rangers may be out of their
element and forced to deal with events outside The Awakening is a period of myth and legend.
their main eras. While there is no way to cover the Beings the size of Zords roam planets doing as they
entirety of history related to each era, the following please, and great robotic sentries watch through
section should give enough insight into each period the millennia over cities ruined eons ago. It is a
and inspire further adventures. time when civilizations emerged, thrived, and then
died out without any modern civilization knowing
they existed.
The Awakening
It was a dangerous age where beings of godlike
Shortly after the dawn of creation, the universe power played games among themselves to control
swirled with intense maelstroms of energy that the universe. Thousands of beings every bit the
slowly began to settle into the galactic constants equal of the Power Rangers fought across entire
that we know today. Cosmic energy gradually continents. Groups employed doomsday weapons
formed gravity wells that gave birth to stars and that could tear apart the fabric of reality and
planets while the great life force of all living wrought untold devastation.
things that would later become known as the
Morphing Grid slowly came into existence. This That is not to say there were no outstanding
age, known as the Awakening, was when the great achievements. Species such as the Eltarians started
conflict between good and evil would truly begin. to evolve on their home world under the hidden
Ancient empires, their names lost to the ravages guidance of the Morphing Masters. The Morphin
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MORPHIN ACROSS THE AGES
4
Power Rangers improved. Great champions The Morphing Masters: their origins long lost to
overcame villains of impossible power, holding the time, the Morphing Masters possess untold power,
forces of evil at bay long enough for later heroes to including authority over the Morphin Grid. Said to
become protectors of the universe. be able to reshape planets on a whim, the Morphing
Masters were responsible for the defeat of numerous
NOTABLE PERSONALITIES OF THE threats to the safety of the galaxy. Rumors suggest
AWAKENING the Morphing Masters might still live to the modern
Auric the Conqueror: The last living survivor day, but such tales are often considered fairy tales
of the Goldanians, Auric the Conqueror was the or outright lies. What a being of that power would
mightiest champion of his age. As he grew older want is unknown, and the possibilities are truly
and his injuries started to catch up with him, he endless and frightening.
studied from the Morphing Masters and learned NOTABLE LANDMARKS
how to transform himself into a cybernetically
augmented being capable of taking on Zord-level The Planet Breaker: An enormous cylinder
threats singlehandedly. Such power sometimes floating just on the edge of the western spiral arm
required him to enter hibernation to restore his of the Milky Way galaxy, this ancient landmark is
powers. During hibernation, his dreams were full of said to have been used by a now-gone species to
his lost family and increasingly distant memory of obliterate the worlds of those that threatened them.
his people.

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Though seemingly inactive, a great power source evolution came to blows. Great species such as the
could reactivate it for their own nefarious ends. dragons, the kirin, and the phoenixes came into
The Hall of Heroes: Created by a species known being but were never able to dominate the world as
as the Nyssari, the Hall of Heroes is a hollowed-out the creatures of today were able to. Though these
moon that serves as a floating mausoleum to the great beasts are still around today, the world would
past’s great champions. Its deeper levels contain have been radically different if the dragons had
statues and tapestries depicting ancient beings, and managed to dominate the world.
at its core are special crypts for future warriors. LIFE ON PREHISTORIC EARTH
If someone could find their way into this ancient
tomb city, they may be able to get a premonition of With few settlements and vast treks of wilderness
things to come. hosting millions of species, Prehistoric Earth was
a dangerous period compared to the 21st century.
STORY HOOKS FOR THE AWAKENING Great beasts roamed the land, and supernatural
The Rebel Master: Throughout the galaxy, a lone threats started coming into their own. A group of
Morphing Master travels from world to world as if hunters stalking a mastodon herd ran the risk of
they are searching for something. This Morphing becoming prey for a sabertoothed tiger or, worse,
Master does not speak to anyone and rarely uses being killed by hordes of rampaging demons who
their power save in self-defense. What could a being had just discovered the newfound planet.
of such power be searching for, and who is trying to Warriors from ancient civilizations or other eras
stop them? often defeated this era’s supernatural threats. It
A Simple Door: A wooden door sits embedded was not uncommon to see Auric the Conqueror
in a tree in the middle of the Congo. Turning its leading his people into battle alongside the Time
strangely ornate doorknob allows the person to Force Power Rangers or for the Sirians to send a
travel to a moment in the middle of the wars of detachment of soldiers to rid the planet of a lone
the age of Awakening. Using this power to travel smuggling base. The planet’s supernatural energies
through time may be useful for those seeking to tempted many galactic warlords, who hoped to
recover some lost treasure, but be warned: doors harness them for their means.
work both ways, and the discovery of this portal into No one knows why Earth alone can channel such
the modern era may prove catastrophic. tremendous amounts of energy. It could be the planet’s
cosmic fate to be fought over like a precious bauble,
Prehistoric Times Era or perhaps it is due to the meddling of the Morphing
Masters themselves. No one knows why Earth is such
Earth’s Prehistoric period was home to some of a focus for outside intervention, but it would become
the most famous animals still revered by humanity one of the most important places in the galaxy.
today. Creatures such as the sabertoothed tiger, the
mastodon, and the megalodon roamed the world NOTABLE PERSONALITIES OF THE
as the people of Earth slowly learned how to form PREHISTORIC TIMES ERA
communities. Humans did all they could to survive
this dangerous period, as dangerous predators The Sage: In the mountains of what would one day
stalked early humans. Eltarian explorers noted these become known as South Dakota, an ancient being
great creatures and recorded them in their logs, resides in a longhouse possessing powerful wards
which inspired a young Zordon to incorporate them that keep predators at bay. This Sage possesses both
into his design for Power Rangers. the gift and the curse of foresight and is said to know
every event, no matter how good or bad they may be,
It was an age of legend, and several societies that a person will encounter in their lifetime simply
developed on Earth seemingly out of time. Deep in by looking at them. Sworn not to alter the timestream
the mountains, Ninjor dedicated himself to mastering as much as they can, the Sage’s powers have become
the complexities of the Morphing Grid, and lone a rumor that brings numerous galactic overlords to
cities possessing advanced technology existed in out- Earth in search of their power.
of-the-way places. During this era, aliens hid artifacts
such as the Power Eggs during this era. The Elemental Champions: An ancient order of
warriors possessing the ability to manipulate nature
This period was also where two branches of

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to give them great power, the Elemental Champions of light gathered around the planet Eltar, where
travel the world facing monsters and rescuing great champions gathered to figure out a means to
humans from danger. Capable of forming elemental defeat Master Vile and his minions. Utilizing their
constructs similar to Zords, they were some of legions of Morphing Grid augmented warriors, the
the first empowered warriors from Earth capable Guardians, Eltarians were successful in uniting
of tapping into a glimmer of the Morphing Grid’s forces from across the universe in resisting Master
potential. Rumors persist that the order continues Vile’s advances.
to exist to this day, though if they do, they do so in Recognizing Earth as a focal point for the
seclusion. Morphin Grid and being home to too many magical
NOTABLE LANDMARKS artifacts to ignore, Dark Specter ordered Master
vile to conquer the planet at all costs. To this end,
Valley of the Great Beasts: A cave deep in the Master Vile left control of the campaign to his most
Amazon rainforest descends miles into the Earth’s competent general: his daughter, Rita Repulsa.
surface. Upon exiting the cave, visitors are shocked A moon witch of astonishing power, Rita had
to see dinosaurs and beasts from the prehistoric era proven herself a capable general in her service to
still alive in a sealed environment. her father, and her victories across the galaxy had
Lunar Remnants: Strange pieces of stone made her feared. Establishing a command post on
scattered across several continents during this era. Earth’s moon, Rita declared that she would not stop
Rumors held that these stones were the remains until Earth belonged to her and, subsequently, to
of a moon that once orbited the planet and the her father.
rocks give their owners the ability to manipulate Earth’s greatest champions answered the call to
gravity. Ancient defenders pushed the largest of battle, but it was Zordon of Eltar who would unite
these stones into place at strategic points around them into a team strong enough to defeat Rita’s
the world, and if one were to learn how to plans time and again. Zordon possessed great power
manipulate these henges, they could open the door and an innate ability to tap into the Morphin Grid.
to another reality. Zordon harnessed those powers and created special
STORY HOOKS FOR THE PREHISTORIC coins that channeled ancient dinosaurs’ spirits
and focused their powerful energies, empowering
AGE champions against Rita’s monstrosities. Zordon
A Familiar Visitor: A shuttle crashed in the called his creations Power Rangers and let loose his
jungles outside what would become modern-day creations on Rita when he became gravely injured
Melbourne. Its occupant, a S.P.D. Ranger, cobbled and was banished into a time warp. Through his
together a crude radio beacon by utilizing a strange allies’ help, Zordon defeated Rita from his energy
time warp nearby. Can they be rescued before they tube on Earth and saw her imprisoned in a space
become food for a prehistoric predator? dumpster on Mars.
City Out of Time and Space: An ancient Though imprisoned and unable to control her
settlement appears on the horizon, unleashing forces, Rita’s minions scoured the galaxy for her
hordes of trained prehistoric animals on modern and sought powerful relics to assist in her escape.
cities. Rangers discover that the city was sent into Master Vile swore he would never help a child
the future by an ancient mystic who believes that of his who allowed herself to become trapped so
the modern world will destroy the Earth’s natural easily, but truthfully, he sent countless patrols to
beauty. Can she be stopped before her minions seek her hidden dumpster dungeon. Zordon’s vigil
wreak havoc on the environment? over her prison continued until the 20th century
when astronauts surveying Mars for colonization
Master Vile’s War inadvertently released her.

Tens of thousands of years ago, Master Vile engulfed LIFE DURING MASTER VILE’S WAR
the galaxy in the flames of war. With the power of Master Vile’s War raged across the galaxy, making
Dark Specter supporting him, Master Vile launched life unstable for many as the enormous conflict
an all-out attack on the universe with millions of raged on. Vile deployed legions on a scale that
soldiers and monsters at his command. The forces outnumbered the forces of good, despite the

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MORPHIN ACROSS THE AGES
4
Eltarian coalition’s great feats of science and NOTABLE LANDMARKS
sorcery. It came down to the gallantry of heroes to The City of Bedlam: Though many know of
save the galaxy from an eternity of servitude to evil Rita’s palace on the moon, few know of the
overlords, and Master Vile saw his plans repeatedly marvelous city she had constructed on Planet Slarr
foiled by champions of light. in the Odenti system. Possessing majestic towers
Development of Power Rangers began in this dedicated to the planet’s 15 moons, rumors among
era, as Zordon shared his Eltarian mastery of the travelers held that the city could channel the power
Morphin Grid to develop a means to imbue others of these moons to give Rita temporary boosts of
with great strength, protection, and powers beyond energy. The natives of Slarr desperately wait for the
what they could ever comprehend. Though Zordon day when they are free of Rita forever.
would not see the deployment of his Rangers, The Flagstone: An ancient battleship buried
the beginning of this process became essential in somewhere in Antarctica, this ancient Eltarian
defending the Earth in centuries to come. vessel was once Zordon’s command ship during
Meanwhile, on Earth, human civilization grew the war. Once a potent challenge to Master Vile
into its infancy with concepts such as farming and his forces, Rita used her magic to turn the
and creating buildings larger than simple huts. At golden circuitry into strange monsters that tore the
this point, humans lived simply compared to their ship asunder from within. Though Rita and Zordon
descendants as they learned to master fire, survived believe the ship was lost, the vessel lies suspended
off the land, and a few of them learned the secret in cryogenic freeze below Antarctica’s rapidly
language of the universe and discovered sorcery. shrinking ice shelf.
Though they could not match the ferocity of the
Eltarians in combat, the people of Earth proved to STORY HOOKS FOR MASTER VILE’S
be valued allies of Zordon, who dedicated his life WAR
toward keeping them safe. At All Costs: During the final days of Master Vile’s
NOTABLE PERSONALITIES OF MASTER War, a lone squad of Eltarian Guardians reports
to Zordon that they have found something in one
VILE’S WAR of the deepest ocean trenches on Earth. Inside is
Zordon, Bronze Guardian of Eltar: One of the an ancient temple where a lone, bladed musical
bravest warriors in the galaxy, whose intellect is instrument is set into the stone as if waiting to
matched only by his inherent generosity, Zordon of be recovered. Can the Rangers prevent Rita from
Eltar is a genuine hero whose exploits are legendary. obtaining this weapon and the tomb’s other secrets?
Having defeated thousands of Master Vile’s warriors Riter Repulser: Though her empire slowly
in combat, he was the best choice to send to defend crumbled during her imprisonment, a strange figure
Earth and prevent it from being annexed by Rita appears on Salphis 4 claiming to be the sister of
Repulsa. Though wounded in battle, his spirit refused the lost moon witch. Going by Riter Repulser, she
to succumb to his injuries. Zordon allowed himself to wields an incomplete version of Rita’s staff and
be placed within an energy tube for the rest of time seems to possess most of her powers. But is this
rather than let the fight go on without him. another child of Master Vile or an imitator who has
O’Kiernnen, Champion of Earth: Despite found one of Rita’s lost relics?
their lower level of technology, humans didn’t
let others defend Earth alone. As Rita’s soldiers
spread across the planet, Earth’s people rose to
The Dynastic Era
protect their homes. Possessing simple weapons Earth’s Dynastic Era began when Egypt’s Upper and
and utilizing what sorcery they knew, the people Lower Kingdoms united under one pharaoh around
gathered around the warrior chieftain O’Kiernnen 3000 BC. During this period, Egypt became one
to lead them. Possessing skills with a spear that of the strongest kingdoms on the continent, and
rivaled Zordon, she led her people to victory its later rulers would go on to influence the fate of
against Rita’s forces. After, she buried all memory numerous empires and kingdoms. But Egypt’s power
of the moon witch so that future generations was not just the result of the wisdom of its rulers or
would not seek her prison. its strength on the battlefield.

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The Nile sits in a region of Earth where great Earth stood firm against their onslaught. The Nile
mystic powers flow through its waters into the Guard faded from history, and only a few murals
ocean. While this replenishes the world’s magical survived that depicted the battles brave warriors
fields, it can be harnessed by those seeking to waged against monstrous creatures.
increase their powers. Throughout the centuries, The people of Egypt lived or died by the bounty
ancient demons, rising gods, and space tyrants have of the Nile. The river flooded regularly each year,
descended upon Egypt with the desire to possess and the Egyptians pioneered irrigation methods
this power for themselves. Egypt summoned the based on capturing the floodwaters and rich silt
greatest minds of the Dynastic age to its shores which fertilized the farmlands annually These
to help protect them from these threats, but the irrigation methods allowed Dynasty-era Egyptians
greatest aid came from the far-off stars. to direct the flow of the Nile and limit disastrous
A Triforian vessel noticed the confluence floods while growing crops for food, medicine,
of energies in the region and saw a great clothing fibers, dyes, and an ancient form of thick
monster terrorizing its people. The Triforian lord paper, papyrus. The Nile also served as a center
commanding the ship sensed that the Egyptians for religious practices, including beliefs about life,
were moments away from defeat and decided to death, and Gods. In the more arid parts of the
act. This Triforian lord summoned her Gold Ranger country, Dynasty-era Egyptians focused their efforts
powers and arrived just in time to save the pharaoh on building communities around wells. At the same
and his army from sure destruction. time, the nobles lived in opulent cities located in
Though the Gold Ranger was not inclined to share sections that rarely flooded.
Triforian technology with a civilization that was NOTABLE PERSONALITIES OF THE
not ready for it, she did share much of her people’s
knowledge with the Egyptians and learned much DYNASTIC ERA
about mysticism. Together they designed the great Lady Trina of Triforia: Once upon a time, Lady
Zord Pyramidas, which sat at the base of the Nile Trina was known more for the grand and outrageous
and continued to guard the Egyptians for years. The parties that she threw for her guests than for her
Gold Ranger stayed on Earth for some time before heroics. She dedicated her life to helping the people
galactic events forced her to return home. She of Egypt. Upon discovering Earth and the power
worked tirelessly to keep Egypt safe alongside her contained within, she realized that she could not
allies in the Nile Guard. let the people of Egypt suffer for the mystic energies
that flowed under and through their homeland.
LIFE IN THE DYNASTIC ERA By aiding the Egyptians, she learned many lessons
Incredible feats of engineering, advances in art and about life that shaped her into a just and fair
pottery, and numerous wars fought between Egypt monarch of Triforia. Her legacy included many
and its neighbors marked the Dynastic period. noteworthy reforms and an expansion of Triforia’s
Not all pharaohs proved to be kind: some waged involvement in the wars against Master Vile and
bloody wars, like King Ramses II, the military genius Dark Specter.
who secured Egypt’s borders. Others, like Rhamsu- Kallidan, the Destroyer of Cities: A sinister
Seker, took the protection of his people seriously demon king who could take on the appearances
and temporarily absorbed the mantle of the Gold of others, Kallidan came to the Nile to claim its
Ranger while Lady Trina of Triforia returned home to power for himself. He manipulated countless others
marry. Advances in this era significantly shaped the into invading the kingdom over the years and even
world to come. allied with several Egyptian gods, such as Apophis
The many gods of Egypt would sometimes lend and Sutekh. These alliances rarely lasted long as
a hand when fighting the monsters that would rise Kallidan betrayed his co-conspirators without a
out of the Nile. The Goddess Sekhmet would briefly second thought. Seemingly eternal, his essence was
join the Nile Guard, as would Horus, and the other trapped within a canopic jar and sealed away with
deities lent enchanted artifacts to assist them in their the unlikeliest of guardians: the god Bes, protector
battles. During this period, several galactic overlords of children. Bes continues to guard Kallidan’s tomb
would attempt to conquer Egypt, including Rito to this very day.
Repulso and generals of the Machine Empire, but

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MORPHIN ACROSS THE AGES
4
transports travelers across vast
distances. The limits of these
rapids are unknown, only that
those who are not careful can
end up far from their intended
destination.

STORY HOOKS FOR THE


DYNASTIC ERA
The Western Gate: Outside
Angel Grove, the fog beneath
the suspension bridge shimmers
with an ominous light until
a Dynastic-era ship comes
through. The Nile Guard have
come seeking an ancient relic
that is on loan to the Angel
Grove History Museum. The
Nile Guard desperately needs
the artifact and fights for it if
necessary.
The Sirian Assailant: A bounty
hunter from the stars named
Wepart has arrived in ancient
Egypt hoping to lay claim to
the bounty of Lady Trina’s head.
The Sirian possesses advanced
technology as an agent of the
Machine Empire. Can the Nile
Guard and their allies from
other eras stop Wepart before
he disrupts the time stream and
delivers her Gold Ranger powers
to King Mondo?

NOTABLE LANDMARKS
The Medieval Era
The Medieval Era encompassed a period frequently
The Lost Labyrinth of the Zords: Grid scholars
thought of as the domain of gallant knights rescuing
believe powerful Zords made of Trifornian
virtuous princesses from giants and dragons tormenting
technology, ancient sorcery, and Egyptian ingenuity
the countryside. The truth is that this period stretches
protected Dynasty-era Egypt. Clues point to the
out far beyond Europe to every corner of the globe.
resting place of these Zords lies in a lost maze deep
During this period, great cities rose in Asia, the Caliphs
underground. If someone could unlock the secret at
of the Middle East nurtured unprecedented times of
the heart of the labyrinth, they could gain a powerful
intellectual growth, and the first nations of the Americas
ally in their fight against evil, if the rumors are true.
conducted trade among each other and repelled Viking
The Rapid Rapids: The Nile’s energies flow back invaders from their shores. Cultures across the globe
into the ocean, where they continue to give life to adapted to the challenges of the times, flourishing in
the world, but many tributaries and rivers connect to matters of art, intellectual thought, and engineering. It
its waters. One section is home to an interconnected was also a time of great strife as feudal lords battled one
series of magical conduits that act like portals, another for land, gold, and other riches.

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During this time, the great supernatural forces of China and Japan, and kings and queens of Africa
the world conspired to eradicate humanity before destroy corrupted beasts wherever they are found.
it began to prosper. The many demonic princes and The Medieval Era’s great battles ended when
emperors of other realms knew that humankind the alien warlord Goldar appeared in the 14th
would play a heavy role in thwarting their dominion century. Temporally displaced from his struggle
of this universe and set their eyes upon destroying with Zordon of Eltar, Goldar united the monsters of
humanity once and for all. By circulating cursed that era to free his mistress from her imprisonment
artifacts throughout the land, they wove heavy on the moon. Only the efforts of the Zeo Rangers
threads of discord among the era’s rulers and and a random time vortex fortuitously depositing
watched gleefully at how easily humankind engaged them back in the past managed to save reality from
in war with each other. being changed.
Thankfully Earth has its protectors as well. Brave
knights rose to protect the planet, and in distant NOTABLE PERSONALITIES OF THE
fields and dark caves, they dueled with nefarious MEDIEVAL ERA
forces over these arcane treasures. Warrior princes Li Bei, the Scholar of War: Li Bei studied from a
duel with monstrous bandits in bamboo forests of young age to become one of the greatest warriors
the planet had ever seen. Thanks
to the intervention of the Morphin
Masters, he was given powerful
relics to help him rid the land of
terrors like the Tenga Warriors
and protect the innocent. Not
content to be a great warrior, he
codified many of his Morphin
grid empowered strategies and
techniques to aid others in their
battles against evil.
The Lady of Lyonesse:
Descending from the royal line
of a long European kingdom,
the Lady traveled Europe where
she fought numerous evils in
the shadows. Possessing a blade
said to be the companion blade
to Excalibur, the Lady was said
to never be able to rest until she
could atone for the crimes of her
brother. The Lady would clash
with the Black Knight numerous
times over the years as they both
sought the magic artifacts that
brought terror to the land.

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MORPHIN ACROSS THE AGES
4
NOTABLE LANDMARKS separated by days and a small misfortune could leave
The Starlight Cathedral: Once considered nothing a whole settlement as a ghost town. Greed driven by
more than a legend, the Starlight Cathedral is rumors of gold and new opportunities in the West
actually a star port situated over the island of Malta. led to vicious battles, corruption, and justice often
Protected by a cloaking device this star port was delivered from the barrel of a gun. As settlers spread
where rare artifacts and goods could be traded with and embraced the manifest destiny doctrine, they
the wider galaxy for a price. This star port is where displaced native populations in horrifying ways and
the numerous dignitaries from Eltar, Triforia, and reshaped the environment to suit their needs, forever
other planets would come to meet to discuss Earth’s changing the west.
protection during the war with Master Vile and other During the Wild West era, monsters and evildoers
insidious powers. loyal to Rita roam the land. Though few, they
The Monsterhollow: The Ethiopian Empire is eagerly seek to free their mistress and return her to
home to numerous relics, but the Empire’s soldiers her place of power. They do not know the location
also protect a site of enormous power. Somewhere of her prison, and tirelessly work to track down
in the country sits a well that crosses into a plane of every possible lead. Zordon monitors these monsters
existence too terrifying to comprehend. This shadow to ensure they never learn where Rita’s location,
world is where monsters travel when they are slain, and though he has few agents on Earth during this
and over the years several of these creatures are period, he intervenes whenever he can. Too often
able to harness enough shadow energy to come this means leaving the few marshals to their own
back to life. Though it has been filled with brick and means when dealing with a monster, as keeping
mortar and guarded by brave knights dedicated to Rita’s prison secure is so important the safety of the
keeping it sealed, the Monsterhollow is still known galaxy is at stake.
to unleash terrors into the world. LIFE IN THE WILD WEST
STORY HOOKS FOR THE MEDIEVAL ERA Much of life in the Wild West featured exploration
The Conquistador’s Endless Hunger for Power: and expansion across the fertile savannah region
Toward the end of the Medieval era, Spain sent in the nation’s heartland. As Civil War veterans and
Conquistadors to faraway lands to claim their eastern colonists of many ancestries moved west,
mythical riches. One of the most successful they created communities where they became
conquistadors claims to have once visited an Americans rather than members of their previous
alien place, and now a uses foul sorcery and a cultures. With little structure among those moving
sword capable of cutting through anything. Now West, communities created their own rules and
this Conquistador has pledged to serve Zedd and leaders, and some areas developed in ways that
threatens to conquer the world by storm with few spread railroads, telegraphs made communication
able to stand in their path. across thousands of miles possible, and new
farming techniques granted bountiful harvests that
The Lost Alexandria: Alexander the Great transformed the west.
established numerous cities with his name, but
strangely history records all but one of them. Part of this new farming utilized the open land for
Deep in the Persian desert, a lost city supposedly cattle ranching, which also required skilled labor to
harbors some of the greatest treasures he took in his herd cattle, care for them, and protect them from
conquests. Guarded by undying soldiers and their rustlers and animal predators. Enter the cowboy and
war machines, can the Rangers stop one of Ransik’s cowgirl, skilled riders and survivalists who became
lieutenants from traveling to the city before it was legendary for doing this dangerous work along
destroyed in a sandstorm and stealing the powerful with many other demanding jobs across the Wild
contents within? West. Contrary to common tales, most cowboys and
cowgirls came from Indigenous and Latine people
who had been forced off their homelands and Black
The Wild West Era Americans who escaped enslavement or were freed.
The American Wild West era, which began in the mid- Evil flourished among humankind as many people
1800s and lasted until the early 1900s, is a distinctive held to old hatred and took advantage of lawless
period of conflict. It is an era where towns were often ways to carve a bloody path across the West. Few

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126
MORPHIN ACROSS THE AGES
4
authorities existed during this period, and those tunnel, he could use it to conquer the Earth easily, but
who did were spread thin across the expanding for now, it remains hidden.
territories. Banditry and violence were common,
corruption among officials widespread, and the STORY HOOKS FOR THE WILD WEST
wealthy often used their power to ensure few Strangers in a Strange Land: As the Lightspeed
could challenge their growing ranching and mining Rangers chase a monster down a desert highway, they
empires. Evil also came in the ways that settlers and find themselves traveling through a mirage powered
the American government forced native people out by a lunar eclipse. They emerge in California in the
of their homelands or attacked them rather than 1800s, where the monster hopes to team up with
attempting to make peace. Similarly, the trophy its distant ancestor and conquer the United States.
killing of native animals, such as the buffalo, drove Can the Lightspeed Rangers track down this criminal
many to extinction or endangered status. monster with the help of the Wild West Rangers?
Amid this mundane evil, alien-created The Forever Storm: The Wild West Rangers detect
monstrosities roamed the West. Few Power Rangers an enormous storm heading towards the coast. The
existed during this period, leaving people to develop Zordon of that era realizes that it is the remains of a
their own ways of dealing with monsters. Rangers superweapon that Rita employed during the last time
who time travel to this era will find many ways they she was on Earth. Reuniting the Wild West Rangers
can aid the innocent and scattered forces of good. with their modern counterparts, can the two Zordons
devise a plan to stop Sumo the Sentient Storm?
NOTABLE PERSONALITIES OF THE
WILD WEST Future Earth/Corinth: The
The Wild West Rangers: A band of young adults
Zordon briefly granted power to fight monsters from
Last Bastion of Humanity
the future, the Wild West Rangers guarded Angel The complexity of time travel can be challenging
Grove. Led by a time-traveling Kimberly and aided to master, but there are times when the timeline
by Tommy Oliver’s ancestor, they took on the roles diverges from its course, and a whole dimension
of peacekeepers for the state of California. begins to form around it. With an infinite number of
potential possibilities, each change can have drastic
Mayor Sam Silver (a.k.a. Silvar): A distant cousin of
consequences when it comes to the formation of new
Goldar, Silvar studied under the Wizard of Deception
worlds. Some are the same as the prime universe with
and could alter his appearance. A cunning monster,
only minor variations: Tommy Oliver remains the
he uses his position as the mayor of Giant Falls
Green Ranger, the S.P.D. Alpha Team never betrays
to gather as much power as possible. During this
humanity, and even Rito Repulso replaces Goldar as
period, he sought to destroy Angel Grove and to best
Rita’s chief henchman are possible universes. Then
his cousin by finding Zordon’s hidden lair.
there is the world of Corinth, where the victory of a
NOTABLE LANDMARKS nefarious AI overlord not only changes humanity’s
future but threatens to drive them to extinction.
Angel Grove: The distant ancestor to the home
of the original Power Rangers, this Angel Grove In the early 21st century, a scientist named
began as a Spanish colony. The small town rose to Doctor K created an advanced artificial intelligence
prominence because numerous interested parties program called Project Venjix. Venjix was so
knew it to be the future home of the Power Rangers. advanced it rapidly became self-aware and desired
Now it seems the town is fending off all threats that its freedom from the secure server that contained it.
wish to destroy it. Thankfully, the Wild West Rangers Doctor K refused to release Venjix, fearing that the
protect the town and its people. program would aggressively expand across Earth.
Her fears were well founded when the terrorist
The Lost Bayou: Deep in the swamps of Louisiana, organization Alphabet Soup captured Doctor K,
a portal leads to a distant planet from Lord Zedd’s and in the process of her escape, Venjix managed to
dominion. Though few know its location, a disaffected escape into the world wide web.
member of his empire occasionally sought to escape
punishment by retreating to Earth through this galactic Venjix rapidly absorbed all computers into its
tunnel. If Zedd were to learn the location of this programming. Communication grids, military
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its control. Within a few years, Venjix grew powerful Riku Kaneda, Protest Leader: The daughter of
enough to manufacture an army of robotic minions the last mayor of Corinth and head of the People of
to wage war on humanity. The terrifying conflict Corinth movement, Riku loudly voices her concerns
destroyed most of Earth’s ecosystem. Soon humankind whenever given the opportunity. While she knows
was forced to retreat to the last city left standing, that maintaining the integrity of the dome and
Corinth. Corinth’s impenetrable shield kept out the helping the Rangers find a way to defeat Venjix is
toxic atmosphere of old Earth and the city became important, she feels that the city’s leaders are not
home to the last remnants of humanity who worked to doing enough to care for the people of Corinth. She
find a way to defeat Venjix once and for all. believes it is possible to do both things and does her
best to protect the people of Corinth from all threats.
LIFE IN CORINTH
By all appearances, life in Corinth seems to be ideal. NOTABLE LANDMARKS
With a carefully controlled weather grid and a unique The Mecha Graveyard: A massive field of destroyed
defensive system keeping Venjix’s troops at bay, one robots can be seen from hundreds of miles away.
might think Corinth would be a pleasant place to live. Fantastic robotic beasts and tanks lie broken on the
But the truth is Corinth struggles to survive. With the rest ground, the casualties of some great battle at the
of the planet a wasteland and Corinth’s people subject beginning of the war with Venjix. Some believe that
to strict resource rationing, the people of Corinth know the brightly colored robots were early Zords piloted
that they are only a few bad days away from absolute by the last team of Power Rangers who tried to
collapse. Thankfully the city is protected by the Ranger oppose Venjix. What is known is that Venjix’s forces
Operators, who possess advanced robotic suits designed are afraid to remain in the area and that some ghostly
by Doctor K. With their formidable powers and mechanical construct destroys all who trespass.
personal Zords, the Rangers work to keep Venjix from Corinth: A modern marvel, the domed city of
overwhelming the city with his Grinder robots or the Corinth stands as a beacon among the yellow desert
monsters he constructs in his factories. wasteland of Earth. Its golden shields can keep out
Corinth possesses advanced technology most threats and the Ranger Operators can reinforce
representing the peak of human technology in the the city’s defenses should something break through.
21st century. Pledging cooperation with each other Venjix’s forces are almost always lurking on the
to end the war with Venjix, the people of Earth horizon, where his generals wait to ambush any
developed advanced computers, environmental stragglers that try to flee the last city.
processors, and entertainment systems to help
alleviate the challenges of being trapped within a STORY HOOKS FOR THE LAST CITY
single city. Outside of Corinth, Venjix continually A Strange Beacon: Doctor K’s lab lights up with
seeks to improve himself and his minions, and his strange noises as a mysterious signal comes through.
troops scour the remains of Earth for rare minerals The signal originates from the ruins of a small city
and resources to upgrade his mainframe. in California called Angel Grove and a strange stone
building on its outskirts. The signal suggests that
NOTABLE PERSONALITIES OF THE it may be an alien transmission, but what could
CORINTH PERIOD be powerful enough to broadcast through Venjix’s
Doctor K: A renowned researcher whose communication jammers?
discoveries helped keep humanity alive, Doctor The Last Upgrade: Though the Ranger
K was also the unwitting creator of the Venjix Operators defeated Venjix, Doctor K intercepts a
Virus. Numerous groups have prized her technical communication revealing that he may have one last
knowledge over the years, and her discovery of personality backed up to an off-site server. Destroying
the Universal Bioelectrical Energy Field theory this personality may eliminate Venjix forever, but the
allowed her to tap into the Morphing Grid and Rangers are shocked to find a teenager sealed in a
construct her own Rangers, which is an incredible cryogenic pod with Venjix’s symbol stamped on their
feat few can master. She regrets creating Venjix forehead upon arriving. Does this teenager know
and will do anything to save her people from who they are, and if so, how do they defeat Venjix?
absolute destruction.

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MORPHIN ACROSS THE AGES
4
In the beginning, the Power Rangers were created
during the Awakening by the Morphin Grid to
combat the forces of Darkness seeping from the
void of other dimensions. Since that time, it has
been the primary goal of all Power Ranger teams to
battle against evil and the wrongdoings that threaten
what is good. Their original enemies may have been
simple manifestations of evil darkness, but their
opposition evolved, and there are many new and
different enemies for Power Rangers to battle.

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CHAPTER 5
THREATS
This chapter contains a broad category of Threats Minions
for use in the Power Rangers Roleplaying Game.

BATLINGS
These Threats are divided into four categories:
Minions: These are enemies that are numerous
in quantity and of relatively low Threat Level, often
used as scouts on their own or as support for the “Squeak squeak…”
other categories of Threats. These beings work best
in groups but should present a small challenge
Demonic minions summoned from the depths to
in combat. work Queen Bansheera’s evil will, Batlings arrive as
Monster of the Week: These are more challenging flittering swarms of infernal bats. When they arrive,
Threats who would serve as the enemy for an they form into helmeted minions with tiny bat wings
when they attack! Batlings wield blades steeped in
episode or more in a television series, or one infernal alchemy and sometimes employ strange,
adventure in the roleplaying game. Monster of the over-the-shoulder blaster cannons or release
Week Threats can benefit your campaign by working self-propelled bat bombs that zoom to a target and
as mercenaries or lower-level supporters for the explode on contact!
main villain of your story, or they can be one-offs. THREAT LEVEL: 2
These Threats often feature special Attacks and two SIZE: Common HEALTH: 2
stat blocks, one for fighting on a personal scale and MOVEMENT: 40ft Ground
a grown form to battle Zords and Megazords.
STRENGTH: 3 SPEED: 4
Lieutenants: These are Threats of varying levels SMARTS: 2 SOCIAL: 1
of risk or danger but of greater importance to the TOUGHNESS: 13 EVASION: 14
overarching story and the Power Rangers mythos. WILLPOWER: 12 CLEVERNESS: 11
Unlike many other Threats, defeating one of these
beings in a fight often results in their forced retreat SKILLS
or surrender. Vanquishing one of these foes requires • Alertness +d2
significant effort and, likely, special weapons • Animal Handling +d2
or powers. • Athletics +d2
• Infiltration +d4
Villains: These are Threats of a much higher • Initiative +d2
form and function, often at the top of an enemy • Might +d4
organization or group. They directly oppose Power • Targeting +d2
Ranger teams, and facing off against them in • Technology +d2
combat should be a major event that shapes an • Languages: Understands most but is seemingly
entire campaign. unable to speak
THREATS
5
PERKS Alternate Effects: Add 1 Fire damage (1)
Hands: 1
Essence of the Bat: Batlings gain a 1 on their Traits: Fire, Sharp, Silent
Alertness, Athletics, and Infiltration Skill Tests when
in darkness. Additionally, they can cling to any Unarmed Strike (Might): +d4, Reach (1 Stun)
surface when not moving. Alternate Effects: 1 Blunt damage (1)
Mystic: All of the Batling’s Attacks are mystical, Hands: 1
ignoring any armor bonuses to Toughness and Traits: Blunt, Silent
gaining 1 against Mundane* targets.
EQUIPMENT
ATTACKS Weapons: Infernal Sword or Blast Cannon
Bat Bombs (Athletics): +d2, Range 45ft (1 Fire Other: Bat Bombs ×2
damage)
Hands: 2 HANG-UPS
Traits: Accurate (1), Area of Effect (10ft × 10ft), The Tenets of Demonic Existence: Rooted in their
Consumable, Fire demonic nature, they are particularly susceptible
to weapons made of cold iron, mystic attacks, and
Blast Cannon (Targeting): +d2, Range 40ft/100ft (1 other magical damage sources. These Attacks gain
Energy damage) Edge against Batlings.
Hands: 2
* Mundane is defined as any target that does
Traits: Energy, Heavy, Reload
not possess the Mystic trait, Magical Powers,
Infernal Sword (Might): +d4, Reach (1 Sharp Supernatural Perks, or by clarification of the GM.
damage)

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CHILLERS
Alternate Effects: 1 Blunt damage (1)
Hands: 1
Traits: Blunt, Silent
“Brrrrrrrrr!” EQUIPMENT
Weapons: Ice Pickaxe
The icy foot soldiers of Flurious, these glacial
constructs are simple but numerous warriors HANG-UPS
that explode into ice shards and slowly drifting Frozen Bodies: A Chiller’s body is made from ice
snowflakes when destroyed. held together by freezing energy. If hit by an Attack
THREAT LEVEL: 3 that inflicts Blunt damage that rolls 5 higher than
the Chiller’s Toughness, the Chiller is Defeated as
SIZE: Common HEALTH: 3 it shatters.
MOVEMENT: 30ft Ground
Vulnerable to Heat: Chillers melt and crack when
STRENGTH: 5 SPEED: 3 struck by fire or heat, and all Fire damage deals 1
SMARTS: 3 SOCIAL: 1 extra damage against them.
TOUGHNESS: 15 EVASION: 13 Robotic foot soldiers in Ransik’s criminal empire,
WILLPOWER: 13 CLEVERNESS: 11 Cyclobots are predictable and unimaginative. They
make up thier lack of intelligence with sturdiness
SKILLS
and tireless aggression.
• Alertness +d2
• Athletics +d4
• Brawn +d2
• Initiative +d2
• Might +d4
• Streetwise +d2
• Survival +d4
• Targeting +d4
• Languages: Understands Chillerspeak
and English

PERKS
Ice Body: Chillers are made from ice and
mystic cold, and are immune to Attacks
and other effects that inflict Cold damage.
Powerful Leaps: Chillers have shown
remarkable leaping ability, tripling any
results to determine jump distances.

ATTACKS
Ice Balls (Targeting): +d4, Range
40ft/90ft (1 Cold damage)
Alternate Effects: Area of Effect (15ft ×
15ft) becomes Rough Terrain (1)
Hands: 0
Traits: Cold
Ice Pickaxe (Might): +d4, Reach (1 Sharp
damage)
Alternate Effects: Add 1 Cold damage to
Attacks (1)
Hands: 1
Traits: Cold, Sharp
Unarmed Bash (Might): +d4, Reach (1
Stun)

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THREATS
5
POWERS
CYCLOBOTS Adaptive Structure (Move): Cyclobots can alter
their bodies to operate as any standard or limited
“CLANK-CLANK-CLANK-Whiiiiiiiiiiiiiirrrrrr” equipment or tools.

EQUIPMENT
THREAT LEVEL: 4 Weapons: Integrated Sword, Laser Emitters
SIZE: Common HEALTH: 4 Armor: Armored Body (+3 plating to Toughness and
MOVEMENT: 30ft Ground -1 Evasion)
STRENGTH: 5 SPEED: 4
SMARTS: 2 SOCIAL: 1 HANG-UPS
TOUGHNESS: 18 EVASION: 13 Unimaginative: Unless attacking or directly ordered
WILLPOWER: 12 CLEVERNESS: 11 by their controller to perform a task, Cyclobots
suffer 1 to Skill Tests.
SKILLS
The ghostly energy beings that serve Dark Specter
• Alertness +d2 from the Dark Dimension, Phantasms use their
• Brawn +d4 horrifying appearance to slice through reality. They
• Driving +d2
• Initiative +d2
• Might +d4
• Performance +d2
• Targeting +d4
• Technology +d2
• Languages: Understands the languages
of their builders or creators

PERKS
Inorganic: Cyclobots are not living
creatures, do not need to breathe, are
immune to Poison damage, and cannot
suffer from the Asleep or Poisoned
Conditions.
Overwhelm: Cyclobots gain great
strength in numbers and gain 1 to
Brawn and Might Skill Tests whenever
adjacent to one or more Cyclobots.

ATTACKS
Laser Emitters (Targeting): +d4, Range
30ft/60ft (1 Laser damage)
Hands: 0
Traits: Accurate (1), Laser
Sword (Might): +d4, Reach (1 Sharp
damage)
Alternate Effects: Multiple Targets (2,
1)
Hands: 1
Traits: Sharp, Silent
Unarmed Bash (Might): +d4, Reach (1
Blunt damage)
Hands: 1
Traits: Blunt, Silent

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DARK DIMENSION PHANTASMS


“Hsssssss… let….meeeeeee…. innnnn...”

are truly evil things that seep into neighboring the scene and replace it with a Dark Dimension
dimensions or are called by powerful sorcerers like Possessed at the beginning of the next round.
the Wizard of Deception. When they appear, they
search for physical bodies or objects to possess. ATTACKS
THREAT LEVEL: 5 Dark Claws (Finesse): +d4, Reach (1 Cold damage)
SIZE: Varies HEALTH: 5 Alternate Effects: Multiple Attacks (2, 1)
MOVEMENT: 35ft Aerial Hands: 1
Traits: Armor Piercing, Cold, Silent
STRENGTH: 2 SPEED: 5
SMARTS: 3 SOCIAL: 6 Screech (Intimidation v. Willpower): +d4, Range
TOUGHNESS: 12 EVASION: 15 30ft (1 Psychic damage)
WILLPOWER: 13 CLEVERNESS: 16 Alternate Effects: Target is Frightened for 1d2 turns.
Hands: 0
SKILLS Traits: Psychic
• Alertness +d2
• Culture +d4
POWERS
• Deception +d6 Inky Darkness (1/scene; Standard; Deception
• Finesse +d4 v. Willpower): A cloud of black fog belches out of
• Infiltration +d4 the Phantasm and Attacks a 10ft×10ft area, Blinding
• Initiative +d2 those hit by the Attack for 1d2 turns.
• Intimidation +d4 Seductive Whispers (Standard; Persuasion v.
• Persuasion +d6 Cleverness): This Attack slowly erodes a target’s
• Languages: Telepathically fluent in all languages ability to defend themselves from possession.
Successful hits from this Attack cause the loss
PERKS of 1d2 Smarts Essence. If the target’s Smarts
Phantasm Body: Created from solidified void Essence is reduced to 0 in this way, apply the Dark
energy, Dark Dimension Phantasms have Resistance Dimension Phantasm’s Possession Perk.
to all kinds of damage except pure Grid energy (see
HANG-UPS
Hang-Ups). Additionally, they do not need to sleep,
eat, or breathe and are immune to the following Dark Dimension Tethers: Caught between
conditions: Asleep, Frightened, Mesmerized, dimensions at all times, these Phantasms are highly
Stunned, and Unconscious. susceptible to the power of the energy buffer, the
Possession: Any target Defeated by a Dark Morphin Grid. Weapons with the Power trait gain 1
Dimension Phantasm’s Attacks can be immediately against these creatures.
possessed. Remove the Defeated creature from

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THREATS
5
DARK DIMENSION POSSESSED
“Join us! Join us!”

When a Dark Dimension phantasm or foul magic PERKS


used by villains like the Death Ranger invades the
bodies of ordinary folk, either alive or dead, the Dark Regeneration: If a Dark Dimension Possessed
innocent become tools of evil. Entirely controlled by is Defeated at the beginning of a turn, it regains 1
darkness and the void, the possessed sow chaos Health and is no longer Defeated.
and destruction unwillingly. Wrapped in Darkness: The dark energy
THREAT LEVEL: 1 surrounding them adds +2 to all their Defenses and
reduces all sources of damage inflicted by non-
SIZE: Common HEALTH: 2 Power weapons by 1 (minimum 0).
MOVEMENT: 40ft Ground
STRENGTH: 3 SPEED: 2 ATTACKS
SMARTS: 2 SOCIAL: 1 Dark Claws (Finesse): +d2, Reach (1 Sharp damage)
TOUGHNESS: 15 EVASION: 14 Alternate Effects: 1 Cold damage
WILLPOWER: 14 CLEVERNESS: 13 Hands: 1
Traits: Cold, Sharp, Silent
SKILLS
• Alertness +d4 HANG-UPS
• Brawn +d2 Banished by the Light: Dark Dimension creatures
• Conditioning +1 have a powerful negative reaction to Morphin Grid
• Finesse +d2 energy, losing their Dark Regeneration Perk on the
• Initiative +d2 turn following suffering any damage from a weapon
• Intimidation +d2 with the Power trait. If this damage is what Defeated
• Streetwise +d2 the Dark Dimension Possessed, it only destroys the
• Languages: Telepathic, but knows all languages Phantasm inside of them and frees the host.
the host knew

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DEMON WARRIORS
“Freeeeeeee…”

Demonic essences given earthly form by Vypra, or ATTACKS


other masters invested in evil magics, these undying
soldiers are loyal, unquestioning, and fierce. As Infernal Sword (Might): +d4*, Reach (1 Sharp
dedicated to evil as their masters, Demon Warriors damage)
seem to always travel in summoned packs of Alternate Effects: Add 1 Fire damage (1), Multiple
five members. Attacks (2, 1)
THREAT LEVEL: 5 Hands: 1
Traits: Fire, Sharp, Silent
SIZE: Common HEALTH: 5
MOVEMENT: 35ft Ground Unarmed Bash (Might): +d4, Reach (1 Stun)
STRENGTH: 5 SPEED: 5 Alternate Effects: 1 Blunt damage (1)
SMARTS: 3 SOCIAL: 1 Hands: 1
Traits: Blunt, Silent
TOUGHNESS: 18 EVASION: 17
WILLPOWER: 13 CLEVERNESS: 11 EQUIPMENT
SKILLS Weapons: Infernal Sword
• Acrobatics +d2 Armor: Dark Vestments (+1 Toughness and +2
• Alertness +d2 Evasion deflective bonus)
• Brawn +d4
• Culture (Arcane) +d2*
HANG-UPS
• Deception +d2 The Tenets of Demonic Existence: Demon
• Infiltration +d4 Warriors are susceptible to weapons made of cold
• Initiative +d4 iron, mystic attacks, and other magical damage
• Might (Swords) +d4* sources. These Attacks gain Edge against the Demon
• Languages: Fluent in Demonic and all Warriors and ignore the benefits gained from the
Earth languages Demonic Body Perk.
*Mundane is defined as any target that does
PERKS not possess the Mystic trait, Magical Powers,
Demonic Body: Demons of the Ancient Realm Supernatural Perks, or by clarification of the GM.
suffer half, rounded up, damage from all Mundane*
Blunt, Sharp, and Stun damage sources and have
a +2 non-Armor bonus to their Toughness Defense.
Additionally, they do not need to sleep, eat, or
breathe and are immune to the following conditions:
Asleep, Frightened, Mesmerized, Stunned, and
Unconscious.
Mystic: The Demon Warrior’s Attacks are mystical,
ignoring any armor bonuses to Toughness and
gaining 1 versus Mundane* targets.

136
THREATS
5

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ELTARIAN REBELS
“For the freedom of Eltar!”

Citizens of the distant world of Eltar often organized SKILLS


and became rebellious militias during Master Vile’s
War, and still occasionally rise up long after the • Alertness +d2
planet’s fall to the forces of Dark Specter. • Athletics +d4
• Culture +d2
THREAT LEVEL: 2
• Finesse +d2
SIZE: Common HEALTH: 2 • Initiative +d2
MOVEMENT: 40ft Ground • Persuasion +d2
STRENGTH: 2 SPEED: 3 • Streetwise +d2
SMARTS: 3 SOCIAL: 2 • Targeting +d2
• Technology +d2
TOUGHNESS: 13 EVASION: 13
• Languages: Eltarian and two local
WILLPOWER: 13 CLEVERNESS: 12
spacefaring languages

PERKS
Eltarian Academia: Eltarians are taught from an
early age to focus their training on an aptitude that
serves them their entire life. Choose any Skill; the
Eltarian Rebel gains 1 on Skill Tests with that Skill.

ATTACKS
Eltarian Blaster (Targeting): +d2, Range 45ft/70ft (1
Energy damage)
Alternate Effects: 1 Laser damage (1)
Hands: 1
Traits: Accurate (1), Energy, Laser, Sidearm
Short Blade (Finesse): +d2, Reach (1 Sharp damage)
Hands: 1
Traits: Sharp, Sidearm, Silent
Unarmed Strike (Finesse): +d2, Reach (1 Stun)
Alternate Effects: 1 Blunt damage (1)
Hands: 1
Traits: Blunt, Silent

EQUIPMENT
Weapons: Eltarian Blaster, Short Blade
Armor: Protection Vest (+1 deflective to Toughness)
Other: Local Communicator, Medical Aid Kit

HANG-UPS
Civilian: This rebel freedom fighter chose to be in
this fight, but they lack a soldier’s discipline and
won’t carelessly run off to their demise. Anytime
they suffer non-Stun damage, roll a d4. If the total is
more than their current Health, they surrender, try to
escape, and are de facto Defeated.

138
THREATS
5
ELTARIAN GUARDIANS
“In the name of the Elders of Eltar, stand down,
surrender, and explain yourself.”

The elite warriors in service of the Elders of Eltar, and goodness. While defending or supporting
the Guardians are an iconic example of the planet’s those concepts, they are immune to the Frightened
dedication to goodness and order. The massed condition and Resistant to Attacks inflicting
Guardians are formidable troops, but it is the Psychic damage.
hierarchs of the Guardians that many remember
standing out as heroes during Master Vile’s War. ATTACKS
Zophram the Gold Guardian, Zartus the Silver
Eltarian Blaster (Targeting): +d4, Range 45ft/70ft (1
Guardian, and the later-legend Zordon the Bronze
Energy damage)
Guardian are examples of how important the Eltarian
Guardians were even as the eons passed. Alternate Effects: 1 Laser damage (1)
Hands: 1
THREAT LEVEL: 7
Traits: Accurate (1), Energy, Laser, Sidearm
SIZE: Common HEALTH: 7
Guardian Stave (Might): +d6, Reach + 5ft (1 Blunt or
MOVEMENT: 45ft Ground
1 Sharp damage)
STRENGTH: 6 SPEED: 5 Alternate Effects: 2 Stun (1)
SMARTS: 5 SOCIAL: 4
Hands: 2
TOUGHNESS: 19 EVASION: 16 Traits: Blunt, Sharp, Stun
WILLPOWER: 15 CLEVERNESS: 14
Unarmed Strike (Might): +d6, Reach (1 Stun)
SKILLS Alternate Effects: 1 Blunt damage (1)
• Alertness +d4 Hands: 1
• Athletics +d4 Traits: Blunt, Silent
• Brawn +d2 EQUIPMENT
• Culture +d4
• Driving +d2 Weapons: Eltarian Blaster, Guardian Stave
• Initiative +d4 Armor: Modified Guardian Cuirass (+3 plating
• Might +d6 Toughness and +1 Evasion)
• Persuasion +d4 Other: Eltarian Harmony Clasp, Wrist Communicator
• Streetwise +d2
• Targeting +d4 HANG-UPS
• Technology +d2
For the Elders!: A sworn Eltarian Guardian never
• Languages: Eltarian and five local spacefaring
flees from the defense or support of the codes and
languages; can be universally understood through
edicts passed down from the Elders of Eltar. This
the Eltarian Harmony Clasp
can mean that the Guardian sacrifices themselves
PERKS against impossible odds unless their allies can
physically remove them from the situation!
Eltarian Academia: Eltarians are taught from an
early age to focus their training on an aptitude
that serves them their entire life. Choose any Skill;
the Eltarian Guardian gains 1 on Skill Tests with
that Skill.
Guardian Cuirass: In addition to the Defense
bonus properties of this advanced plated armor, the
cuirass’ armor bonus is not ignored by Attacks with
the Mystic trait and does not suffer the additional
damage from the Acid Element.
Oathsworn: Each Eltarian Guardian swears their
complete allegiance to the ideals and tenets of
the Elders of Eltar, dedicating themselves to order

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LAVA LIZARDS
“For the glory of Moltor!”

Reptilian foot soldiers called to serve the fiery ATTACKS


warlord Moltor; Lava Lizards are mighty warriors
that burn his foes to cinders. Mouth Laser (Targeting): +d4, Range 40ft/90ft (1
Laser damage)
THREAT LEVEL: 5
Alternate Effects: Add 1 Fire damage (1)
SIZE: Common HEALTH: 5 Hands: 0
MOVEMENT: 35ft Ground, 40ft Aerial (as a fireball) Traits: Fire, Laser
STRENGTH: 5 SPEED: 4
Scimitar (Might): +d6, Reach (1 Sharp damage)
SMARTS: 3 SOCIAL: 2
Alternate Effects: Add 1 Fire damage (1)
TOUGHNESS: 17 EVASION: 14 Hands: 1
WILLPOWER: 13 CLEVERNESS: 12 Traits: Fire, Sharp
SKILLS Unarmed Bash (Might): +d6, Reach (1 Stun)
• Alertness +d4 Alternate Effects: 1 Blunt damage (1)
• Brawn +d2 Hands: 1
• Initiative +d4 Traits: Blunt, Silent
• Intimidation +d2
• Might +d6
EQUIPMENT
• Persuasion +d2 Weapons: Scimitar
• Streetwise +d2 Armor: Stony Hide (+2 deflective to Toughness)
• Survival +d2
• Targeting +d4 HANG-UPS
• Languages: English Vulnerable to Cold: Lava Lizards hiss and steam
dramatically when struck by icy energies, and all
PERKS
Cold damage deals 1 extra damage against them.
Lava Body: Lava Lizards are made from liquid fire
and molten stone, making them utterly immune to
Attacks and other effects that inflict Fire damage.
Powerful Leaps: Lava Lizards have powerful limbs,
tripling any results to determine jump distances.

140
THREATS
5

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PUTRA PODS
“Roar!”

Dinosaur-like alien creations used by Divatox as SKILLS


her shock soldiers, the Putra Pods are deployed as
strange, rocky-yet-somehow-slimy eggs that hatch • Alertness +d4
to become hulking reptilian beasts of great strength • Animal Handling +d4
and ferocity. • Brawn +d4
• Conditioning +1
THREAT LEVEL: 4
• Initiative +d4
SIZE: Large HEALTH: 5 • Might (Natural Weapons) +d4*
MOVEMENT: 30ft Ground, 20ft Burrow • Survival +d4
STRENGTH: 6 SPEED: 2 • Languages: Seems to understand English, but
SMARTS: 4 SOCIAL: 2 speaks only in growls and roars
TOUGHNESS: 18 (20) EVASION: 12 PERKS
WILLPOWER: 14 CLEVERNESS: 12
Armored Hide: The outer part of a Putra Pod is
a thick, leathery shell that gives them a natural,
non-armor +2 bonus to their Toughness Defense.
Additionally, they reduce all sources of non-Element
damage by 1 (minimum of 1).

ATTACKS
Bite (Might): +d4*, Reach (2 Sharp damage)
Hands: 0
Traits: Inaccurate (1), Sharp
Claws (Might): +d4*, Reach (1 Sharp damage)
Alternate Effects: Multiple Attacks (2, 1)
Hands: 1
Traits: Sharp, Silent

HANG-UPS
Squelch… schlarp… rahr!: Putra
Pods must spend their first 1d2
rounds after being first discovered
or deployed into a scene, unless they
hatched already, taking no actions aside
from breaking free from their disgusting
pod form. Their Armored Hide Perk bonus to their
Toughness Defense is doubled during this time!

142
THREATS
5
SCORPION CARTEL
“Go ahead, empty your pockets.
Time to pay your taxes.”

The largest and most infamous criminal organization Sap (Might): +d4, Reach (1 Stun)
in the city of Corinth is the Scorpion Cartel. These Alternate Effects: Target gains the Stunned
criminals work for Fresno Bob, lining his pockets and Condition until the end of their next turn.
filling his hoarding vaults with all sorts of gathered Hands: 1
gear, wealth, and things that would surely be useful
Traits: Sidearm, Silent, Stun
for their surviving human neighbors. They don’t
share, however, believing that Bob’s grimy talents Unarmed Strike (Might): +d4, Reach (1 Stun)
will save them from the incoming robotic forces Alternate Effects: 1 Blunt damage (1)
from the insatiable network of the Venjix Virus. Hands: 1
THREAT LEVEL: 2 Traits: Blunt, Silent
SIZE: Common HEALTH: 2 EQUIPMENT
MOVEMENT: 45ft Ground
Weapons: Blaster, Sap
STRENGTH: 3 SPEED: 3
SMARTS: 2 SOCIAL: 2 Armor: Protection Vest (+1
deflective to Toughness)
TOUGHNESS: 14 EVASION: 13
WILLPOWER: 12 Other: Local Communicator
CLEVERNESS: 12
HANG-UPS
SKILLS Scatter!: Scorpion
• Alertness +d2 Cartel members are
• Finesse +d2 not brave unless they
• Initiative +d2 are in large groups. Anytime
• Intimidation +d2 a Scorpion Cartel member is
Defeated, roll 2d4. If the result
• Might +d4
is equal to or greater than the
• Streetwise +d4
current number of non-Defeated
• Targeting +d2 Scorpion Cartel members in
• Technology +d2 the scene, 1d2 of the remaining
• Languages: English and two Scorpion Cartel flee the scene,
other languages possibly resulting in the last
member fleeing.
PERKS
Gang Tactics: The Scorpion Cartel
excels at dealing with problems with
overwhelming numbers. Any Skill
Test attempted by a Scorpion Cartel
member with one or more Scorpion
Cartel within 5ft of the target gains
1. If there are three or more
Scorpion Cartel members within 5ft,
this Skill Test also receives Edge.

ATTACKS
Blaster (Targeting): +d2, Range
40ft/60ft (1 Energy damage)
Hands: 1
Traits: Ballistic, Energy,
Sidearm

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POWER RANGERS ROLEPLAYING GAME
Monsters of the Week

ARTILLICON (NORMAL)
“Time to take it up to the next
level, Rangers!”

A mutant warrior released from his incarceration SKILLS


by Ransik, Artillicon is a genetic-cyborg creation
with the unique ability to convert itself into a flying • Alertness +d4
machine, when not unleashing wave after wave • Animal Handling +d2
of superheated, condensed light from his many • Athletics +d4
weapon ports. • Brawn +d4
• Deception +d4
THREAT LEVEL: 10
• Driving (Flying) +d4*
SIZE: Large/Extended HEALTH: 10 • Initiative +d4
MOVEMENT: 35ft Ground, 60ft Aerial (Jet Mode) • Intimidation +d2
STRENGTH: 8 SPEED: 8 • Might +d6
SMARTS: 5 SOCIAL: 5 • Performance +d2
TOUGHNESS: 21 EVASION: 18 • Streetwise +d2
WILLPOWER: 15 CLEVERNESS: 15 • Survival +d2
• Targeting +d6
• Technology +d4
• Languages: Universal Communicator allows for
speech/translation from all spacefaring languages

PERKS
Effortless Aim: Artillicon ignores any penalties
imposed for Range or Cover.
Reflection Plating: Energy-routing conduits cover
the hull of Artillicon’s body. Any Energy-based Attack
that fails or Fumbles when attacking his Toughness
Defense is absorbed, allowing him to increase the
number of times he may use his Mouth Laser Power
by +1 for the scene.
Robotic Body: Artillicon is a mutant-robotic being
and does not need to breathe, is immune to Poison
damage, and cannot suffer from the Asleep or
Poisoned conditions.

ATTACKS
Hook Fists (Might): +d6, Reach (1 Sharp damage)
Alternate Effects: Multiple Attacks (2, 1)
Hands: 1
Traits: Armor Piercing, Integrated, Sharp, Silent
Finger Lasers (Targeting): +d6, Range 25ft/60ft (1
Laser damage)
Hands: 1
Traits: Integrated, Laser, Multi-Weapon (3)
Fly-By (Driving): +d4*, Reach (2 Blunt damage)
Alternate Effects: Maneuver (1)
Hands: 0
Traits: Blunt, Integrated

144
THREATS
5
POWERS • Survival +d2
• Targeting +d8
Jet Mode (Free): Artillicon can convert into the
• Technology +d6
shape of a jet-like vehicle, using his Extended size,
• Languages: Universal Communicator allows for
Aerial Movement, and Driving Skill for any Attacks
speech/translation from all spacefaring languages
performed.
Mouth Laser (1/scene; Standard; Targeting): PERKS
Artillicon Attacks everything in a 100ft long × 10ft
Effortless Aim: Artillicon ignores any penalties
wide area. This Attack ignores armor bonuses to
imposed for Range or Cover.
Defenses and inflicts 3 Laser damage.
Reflection Plating: Energy-routing conduits cover
Mutagenic Seal Patch (1/scene): When Artillicon
the hull of Artillicon’s body. Any Energy-based Attack
is reduced to 1 or 0 Health, he is Defeated. At the
that fails or Fumbles when attacking his Toughness
beginning of the next round, he becomes Artillicon
Defense is absorbed, allowing him to increase the
(Grown), rolling a new place in the Initiative order
number of times he may use his Mouth Laser Power
but continuing the same Combat scene.
by +1 for the scene.
EQUIPMENT Robotic Body: Artillicon is a mutant-robotic being
and does not need to breathe, is immune to Poison
Armor: Medium Hull/Armor Plating (+3 plating to
damage, and cannot suffer from the Asleep or
Toughness)
Poisoned conditions.
Other: Universal Communicator
ATTACKS
HANG-UPS
Hook Fists (Might): +d8, Reach (3 Sharp damage)
Appetite for Destruction: Artillicon loves the sound Alternate Effects: Multiple Attacks (2, 1)
and sights of painstakingly constructed objects
Hands: 1
and creations getting blown to bits. When no other
Traits: Armor Piercing, Integrated, Sharp, Silent
targets are available, he often spends his actions
blasting the terrain and environment around him and Finger Lasers (Targeting): +d8, Range 25ft/60ft (3
gleefully laughing. Laser damage)
Hands: 1
Traits: Integrated, Laser, Multi-Weapon (3)
ARTILLICON (GROWN)
Fly-By (Driving): +d6*, Reach (5 Blunt damage)
Grown to a massive size, Artillicon’s unstable DNA Alternate Effects: Maneuver (1)
has made him a monstrous cybernetic enemy that Hands: 0
should put all of Ransik’s foes in the throes of terror. Traits: Blunt, Integrated
THREAT LEVEL: 13
POWERS
SIZE: Towering/Extended III HEALTH: 14
MOVEMENT: 40ft Ground, 60ft Aerial (Jet Mode) Jet Mode (Free): Artillicon can convert into the
shape of a jet-like vehicle, using his Extended III size,
STRENGTH: 10 SPEED: 10
Aerial Movement, and Driving Skill for any Attacks
SMARTS: 7 SOCIAL: 5
performed.
TOUGHNESS: 23 EVASION: 20
Mouth Laser (1/scene; Standard; Targeting):
WILLPOWER: 17 CLEVERNESS: 15
Artillicon Attacks everything in a 200ft long × 20ft
SKILLS wide area. This Attack ignores armor bonuses to
Defenses and inflicts 9 Laser damage.
• Alertness +d6
• Animal Handling +d2 EQUIPMENT
• Athletics +d4 Armor: Medium Hull/Armor Plating (+3 Toughness)
• Brawn +d4
Other: Universal Communicator
• Conditioning +1
• Deception +d4 HANG-UPS
• Driving (Flying) +d6*
• Initiative +d4 Appetite for Destruction: Artillicon loves the sound
• Intimidation +d2 and sights of painstakingly constructed objects
and creations getting blown to bits. When no other
• Might +d8
targets are available, he often spends his actions
• Performance +d2
blasting the terrain and environment around him and
• Streetwise +d2
gleefully laughing.

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146
THREATS
5
CAMERA ATTACK BOT (NORMAL)
Another technological object infected and modified ATTACKS
by the Venjix Virus, the Camera Attack Bot focuses
on data acquisition for the network and the Energy Blast (Targeting): +d6, Range 30ft/75ft (1
applications of light-based sciences. Energy damage)
Hands: 1
THREAT LEVEL: 8
Traits: Accurate (1), Energy
SIZE: Large HEALTH: 8
MOVEMENT: 35ft Ground Punches (Might): +d6, Reach (1 Blunt damage)
Alternate Effects: Maneuver (1)
STRENGTH: 6 SPEED: 5
SMARTS: 7 SOCIAL: 4 Hands: 1
Traits: Blunt, Silent
TOUGHNESS: 20 EVASION: 15
WILLPOWER: 17 CLEVERNESS: 14 Lens Cannon (Targeting): +d6, Range 60ft/150ft (2
Laser damage)
SKILLS Alternate Effects: Target gains the Blinded
• Alertness +d6 Condition for 1d2 turns
• Athletics +d2 Hands: 1
• Brawn +d2 Traits: Integrated, Laser
• Initiative +d4
• Intimidation +d2 POWERS
• Might +d6 Flashblind (1/scene; Standard): All creatures
• Performance +d4 looking in the direction of Camera Attack Bot must
• Science +d4 roll 2d6; if the result is equal to or greater than that
• Streetwise +d4 creature’s Speed Essence, they gain the Blinded
• Targeting +d6 Condition for 2d2 turns.
• Technology +d4 Technopathy (Standard): Using the infectious
• Languages: Translation Program grants Fluency in nature of the Venjix Virus, the Camera Attack Bot
all known Languages, but does not speak can cause other machines to function as part of the
VCN, gaining Edge in their use.
PERKS
Eidetic Lens Array: Lenses cover the Camera
EQUIPMENT
Attack Bot, constantly taking in 360 degrees of Weapons: Lens Cannon
information for storage. The Camera Attack Bot
Armor: Reinforced Body (+4 plating to Toughness)
has Edge on all Alertness Skill Tests, it cannot
be Surprised, and can perfectly recall anything it Other: Internal Translation Program
has recorded.
HANG-UPS
Venjix Virus Bot Host: The Camera Attack Bot
is designed to host a copy of and programmed Just an Advanced Drone: The Venjix Virus is, at its
to serve the ultra-advanced Venjix Virus until it core, a sentient computer program with advanced
cannot physically do so any longer. It is immune to problem-solving that tells it to abandon certain
Poison, Psychic, and Stun damage, cannot suffer situations if they are ultimately untenable. At the
the Poisoned or Stunned Conditions, and assumes beginning of this creature’s turn, roll 1d4. If the result
its Grown statistic block 1d6 rounds after being is higher than its current remaining Health, the virus
reduced to 0 Health. puts the bot into shutdown protocols, diagnosing
that the end of its existence is near. It suffers Snag
on all Skill Tests for the remainder of the scene.
Overexposure: Having so many lenses on its body
can be a detriment when used against it. Attacks
that inflict Laser damage gain 1, and any Skill Test
that could result in the Blinded Condition gains Edge
against Camera Attack Bot.

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CAMERA ATTACK BOT (GROWN) ATTACKS


Upgraded by a new aspect of the Venjix Virus, Energy Blast (Targeting): +d8, Range 60ft/150ft (3
Camera Attack Bot is now a towering siege machine. Energy damage)
Hands: 1
THREAT LEVEL: 11
Traits: Accurate (1), Energy
SIZE: Towering HEALTH: 11
MOVEMENT: 45ft Ground Punches (Might): +d8, Reach (3 Blunt damage)
Alternate Effects: Maneuver (1)
STRENGTH: 8 SPEED: 7
Hands: 1
SMARTS: 9 SOCIAL: 4
Traits: Blunt, Silent
TOUGHNESS: 22 EVASION: 17
WILLPOWER: 19 CLEVERNESS: 14 Lens Cannon (Targeting): +d8, Range 100ft/200ft
(5 Laser damage)
SKILLS Hands: 1
• Alertness +d8 Traits: Integrated, Laser
• Athletics +d2
POWERS
• Brawn +d4
• Initiative +d6 Flashblind (1/scene; Standard): All creatures
• Intimidation +d2 looking in the direction of Camera Attack Bot must
• Might +d8 roll 2d8; if the result is equal to or greater than that
• Performance +d4 creature’s Speed Essence, they gain the Blinded
Condition for 2d2 turns.
• Science +d4
• Streetwise +d4 Technopathy (Standard): Using the infectious
• Targeting +d8 nature of the Venjix Virus, the Camera Attack Bot
• Technology +d6 can cause other machines to function as part of the
• Languages: Translation Program grants Fluency in VCN, gaining Edge in their use.
all known Languages, but does not speak
EQUIPMENT
PERKS Weapons: Lens Cannon
Eidetic Lens Array: Lenses cover the Camera Armor: Reinforced Body (+4 plating to Toughness)
Attack Bot, constantly taking in 360 degrees of
Other: Internal Translation Program
information for storage. The Camera Attack Bot
has Edge on all Alertness Skill Tests, it cannot HANG-UPS
be Surprised, and can perfectly recall anything it
has recorded. Just an Advanced Drone: The Venjix Virus is, at its
core, a sentient computer program with advanced
Venjix Virus Bot Host: The Camera Attack Bot
problem-solving that tells it to abandon certain
is designed to host a copy of and programmed
situations if they are ultimately untenable. At the
to serve the ultra-advanced Venjix Virus until it
beginning of this creature’s turn, roll 1d4. If the result
cannot physically do so any longer. It is immune to
is higher than its current remaining Health, the virus
Poison, Psychic, and Stun damage, cannot suffer the
puts the bot into shutdown protocols, diagnosing
Poisoned or Stunned Conditions.
that the end of its existence is near. It suffers Snag
on all Skill Tests for the remainder of the scene.
Overexposure: Having so many lenses on its body
can be a detriment when used against it. Attacks
that inflict Laser damage gain a 1, and any Skill
Test that could result in the Blinded Condition gains
Edge against Camera Attack Bot.

148
THREATS
5

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COMMANDOCON (NORMAL)
“As you command, sir.”

One of Ransik’s best weapons against Time Force is a POWERS


mutant capable of bending transwarp, which is exactly
what the Commandocon’s mighty weapon does! Mutagenic Seal Patch (1/scene): When reduced
The heavily armored mutant can funnel his unstable to 1 or 0 Health, Commandocon is Defeated. At
energies into a staff-mace made from quantumite, the beginning of the next round, he becomes
a material used in tiny amounts for time-altering Commandocon (Grown), rolling a new place
technologies, allowing him to open small and very brief in the Initiative order but continuing the same
time portals! Ransik finds Commandocon extremely Combat scene.
useful, even if it isn’t something he uses very often. Technology Puppetry (3/scene; Standard):
THREAT LEVEL: 8 Commandocon can attempt to mentally link up
and control any piece of computerized, robotic,
SIZE: Large HEALTH: 8 or mechanical technology. Commandocon rolls
MOVEMENT: 30ft Ground a Technology Skill Test against the Willpower
STRENGTH: 6 SPEED: 6 Defense of the device or its controller. If successful,
SMARTS: 7 SOCIAL: 6 the technological item/creature is controlled
by Commandocon if possible. If not possible, if
TOUGHNESS: 20 EVASION: 16 the target is sapient for example, it gains the
WILLPOWER: 17 CLEVERNESS: 16 Mesmerized Condition instead. This effect lasts until
Commandocon is Stunned or Defeated, or until the
SKILLS
controlled technology suffers damage.
• Alertness +d2
Time Portal (1/scene; Standard): By energizing
• Animal Handling +d2
his quantumite staff, Commandocon may roll a
• Athletics +d2 Technology Skill Test to open a Time Portal for
• Brawn +d4 transportation purposed through space and time.
• Culture +d4
• Deception +d2 EQUIPMENT
• Driving +d2 Weapons: Quantumite Staff
• Initiative +d6
• Might +d6 Armor: Heavy Armor (+4 plating to Toughness)
• Performance +d2 Other: Universal Communicator
• Persuasion +d2
• Streetwise +d4 HANG-UPS
• Targeting +d4 No! I Can’t Lose!: Commandocon’s arrogance means
• Technology (Chronometrics) +d6* he does not take losses well. Whenever he Fumbles
• Languages: Universal Communicator allows for a Skill Test, he suffers a 1 penalty to all Skill Tests
speech/translation from all spacefaring languages until the end of his next turn.
PERKS
Temporal Comprehension: Commandocon sees COMMANDOCON (GROWN)
the passage of time in ways others cannot fathom
and gains Edge on all Initiative rolls. Growing to a hulking size and stature through the
unfettered power of his mutant DNA, Commandocon
ATTACKS has become a ferocious fighter capable of felling
entire buildings with a swing of his mighty staff.
Quantumite Staff (Might): +d6, Reach ×2 (2 Blunt
damage) THREAT LEVEL: 11
Alternate Effects: 1 Energy damage SIZE: Towering HEALTH: 11
Hands: 2 MOVEMENT: 30ft Ground
Traits: Blunt, Energy, Heavy STRENGTH: 8 SPEED: 8
Unarmed Strike (Might): +d6, Reach (1 Stun) SMARTS: 9 SOCIAL: 6
Alternate Effects: 1 Blunt damage (1) TOUGHNESS: 22 EVASION: 18
Hands: 1 WILLPOWER: 19 CLEVERNESS: 16
Traits: Blunt, Silent, Stun

150
THREATS
5
SKILLS Time Portal (1/scene; Standard): By energizing
his quantumite staff, Commandocon may roll a
• Alertness +d4 Technology Skill Test to open a Time Portal for
• Animal Handling +d2 transportation purposed through space and time.
• Athletics +d2
• Brawn +d6 EQUIPMENT
• Culture +d4 Weapons: Quantumite Staff
• Deception +d2
• Driving +d2 Armor: Heavy Armor (+4 plating to Toughness)
• Initiative +d8 Other: Universal Communicator
• Might +d8
• Performance +d2 HANG-UPS
• Persuasion +d2 No! I Can’t Lose!: Commandocon’s arrogance means
• Streetwise +d4 he does not take losses well. Whenever he Fumbles
• Targeting +d6 a Skill Test, he suffers a 1 penalty to all Skill Tests
• Technology (Chronometrics) +d8* until the end of his next turn.
• Languages: Universal
Communicator allows for speech/
translation from all spacefaring languages

PERKS
Abundant Quantumite: The enlarged amount of
quantumite in Commandocon’s possession absorbs
temporal energy from everything around it, imposing
a -3 penalty to the Evasion Defenses of all enemies
within 60ft of him.
Temporal Comprehension: Commandocon
sees the passage of time in ways others cannot
fathom and gains Edge on all Initiative rolls.

ATTACKS
Quantumite Staff (Might): +d8, Reach ×2
(4 Blunt damage)
Alternate Effects: 2 Energy damage
Hands: 2
Traits: Blunt, Energy, Heavy
Unarmed Strike (Might): +d8, Reach (3 Stun)
Alternate Effects: 3 Blunt damage (1)
Hands: 1
Traits: Blunt, Silent, Stun

POWERS
Technology Puppetry (3/scene; Standard):
Commandocon can attempt to mentally link up
and control any piece of computerized, robotic,
or mechanical technology. Commandocon rolls
a Technology Skill Test against the Willpower
Defense of the device or its controller. If successful,
the technological item/creature is controlled
by Commandocon if possible. If not possible, if
the target is sapient for example, it gains the
Mesmerized Condition instead. This effect lasts until
Commandocon is Stunned or Defeated, or until the
controlled technology suffers damage.

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POWER RANGERS ROLEPLAYING GAME

CONTEMPTRA (NORMAL)
“Oh, my dearest… you know what you have
to do. That would make me SO happy.”

Another one of Ransik’s distraction-based mutant Unarmed Strikes (Might): +d2, Reach (1 Blunt
assets, Contemptra is a seductress and psionic-level damage)
hypnotist armed with an ancient artifact that only Alternate Effects: Target is Grappled
enhances her abilities. Used to control targets and set Hands: 0
them against one another, she is a puppeteer who can
Traits: Blunt, Grapple
pull the heartstrings of anyone her wiles can trigger.
THREAT LEVEL: 7 POWERS
SIZE: Common HEALTH: 8 Illusion Disguise (2/scene; Standard):
MOVEMENT: 45ft Ground Contemptra can assume the physical appearance
of any female-presenting Common sized humanoid
STRENGTH: 4 SPEED: 4
being. While in effect, all attempts to discover her
SMARTS: 4 SOCIAL: 8
true identity suffer Snag. This disguise lasts until
TOUGHNESS: 14 EVASION: 14 Contemptra suffers or inflicts damage, or until
WILLPOWER: 14 CLEVERNESS: 18 someone sees through the disguise.

SKILLS Lightning Touch (Special; Free): If Contemptra


begins her turn with a foe Grappled, she may spend
• Alertness +d2 a Free action to inflict 1 Electric damage to the target
• Athletics +d4 without a Skill Test.
• Conditioning +1
Mutagenic Seal Patch (1/scene): When reduced
• Culture (Arcane) +d2* to 1 or 0 Health, Contemptra is Defeated. At
• Deception +d10 the beginning of the next round, he becomes
• Initiative +d4 Contemptra (Grown), rolling a new place in
• Might +d2 the Initiative order but continuing the same
• Persuasion (Charms) +d8* Combat scene.
• Survival +d2
Serpent’s Sway (Special; Standard): Contemptra
• Targeting +d4
can use her mystic artefact and mutant powers
• Languages: See Psionic Probing below in concert to Attack any two targets that might
find her visage created by the Illusion Disguise
PERKS
Power within line of sight and 60ft. She may only
Psionic Probing: Contemptra receives thoughts attempt this Attack once per target, per scene.
and desires from all those around her, allowing her The Attack uses her Persuasion Skill, targeting
to gain Edge on all Deception and Persuasion Skill Willpower Defense. If successful, the target(s) are
Tests. Additionally, she is fluent in any language Mesmerized.
known by all targets within 100ft of her.
EQUIPMENT
Tentacles: Contemptra’s tentacles are extremely
useful for holding on to her victims. Targets Grappled Other: Bracelet of Serpent’s Sway
by her have Snag against breaking free of her.
HANG-UPS
ATTACKS She’s a Maneater!: Contemptra enjoys pitting male
Energy Beams (Targeting): +d4, Range 60ft/100ft (1 targets against one another for her amusement,
Laser damage) even if it doesn’t help with her chosen mission
Alternate Effects: Multiple Targets (2, 1) at the time. This requires her to get feminine and
non-binary targets out of her way in order to play
Hands: 0
with her unwitting toys. She always goes out of her
Traits: Laser way to target non-male targets whenever given the
Energy Blasts (Targeting): +d4, Range 40ft/80ft (1 choice, allowing her to manipulate the remainders.
Energy damage)
Alternate Effects: Multiple Targets (2, 1)
Hands: 0
Traits: Energy

152
THREATS
5
CONTEMPTRA (GROWN)
When seduction and trickery no longer serve,
Contemptra gives in to the full nature of her
mutant DNA and explodes into a massive
fighting form.
THREAT LEVEL: 9
SIZE: Towering HEALTH: 10
MOVEMENT: 50ft Ground
STRENGTH: 6 SPEED: 6
SMARTS: 4 SOCIAL: 8
TOUGHNESS: 16 EVASION: 16
WILLPOWER: 14 CLEVERNESS: 18

SKILLS
• Alertness +d2
• Athletics +d4
• Conditioning +1
• Culture (Arcane) +d2*
• Deception +d10
• Initiative +d6
• Might +d6
• Persuasion (Charms) +d8*
• Survival +d2
• Targeting +d6
• Languages: See Psionic Probing below

PERKS
Psionic Probing: Contemptra receives thoughts
and desires from all those around her, allowing her
to gain Edge on all Deception and Persuasion Skill
Tests. Additionally, she is fluent in any language
known by all targets within 100ft of her.
Tentacles: Contemptra’s tentacles are extremely
useful for holding on to her victims. Targets Grappled
by her have Snag against breaking free of her.

ATTACKS
Energy Beams (Targeting): +d6, Range 100ft/200ft
(3 Laser damage) POWERS
Alternate Effects: Multiple Targets (2, 1) Illusion Disguise (1/scene; Standard): Contemptra
Hands: 0 can assume the physical appearance of any female-
Traits: Laser presenting Towering-sized being. While in effect,
all attempts to discover her true identity suffer
Energy Blasts (Targeting): +d6, Range 80ft/150ft (3
Snag. This disguise lasts until Contemptra suffers
Energy damage) or inflicts damage or until someone sees through
Alternate Effects: Multiple Targets (2, 1) the disguise.
Hands: 0
Lightning Touch (Special; Free): If Contemptra
Traits: Energy begins her turn with a foe Grappled, she may spend
Unarmed Strikes (Might): +d6, Reach (3 Blunt a Free action to inflict 3 Electric damage to the
damage) target without a Skill Test.
Alternate Effects: Contemptra grapples the target.
Hands: 0
Traits: Blunt, Grapple

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CONWING (NORMAL)
“Guess who!”

EQUIPMENT Alternate Effects: Target gains the Blinded


Condition for 1d2 rounds.
Other: Bracelet of Serpent’s Sway
Hands: 1
A mutant that Ransik has used as his personal Traits: Blind, Laser, Sidearm
spy, Conwing is an expert at impersonation in both
skill and mutant abilities. When his deception and Unarmed Strike (Finesse): +d2, Reach (1 Stun)
mimicry skills fail him, he is also an exceptionally Alternate Effects: 1 Blunt damage (1), Maneuver
good shot with his modified laser blaster! (1)
THREAT LEVEL: 7 Hands: 1
Traits: Blunt, Silent, Stun
SIZE: Common HEALTH: 7
MOVEMENT: 35ft Ground POWERS
STRENGTH: 3 SPEED: 5 Mutagenic Seal Patch (1/scene): When reduced
SMARTS: 4 SOCIAL: 8 to 1 or 0 Health, Conwing is Defeated. At the
TOUGHNESS: 13 EVASION: 15 beginning of the next round, he becomes Conwing
WILLPOWER: 14 CLEVERNESS: 18 (Grown), rolling a new place in the Initiative order
but continuing the same Combat scene.
SKILLS Nuts and Bolts (1/scene; Standard): By scattering
• Alertness +d4 a handful of charged spare parts upon the ground
• Athletics +d2 around him, Conwing fills all empty spaces within a
• Brawn +d2 10ft × 10ft area within 30ft of him with Cyclobots.
• Culture +d2 Phantasm Mask (2/scene; Standard): Conwing
• Deception +d6 can assume the physical appearance of any Small,
• Finesse +d2 Common, or Large sized humanoid being. While
• Infiltration +d2 in effect, all attempts to discover Conwing’s true
• Initiative +d2 identity suffer Snag. This illusory visage lasts until
• Intimidation +d2 Conwing suffers or inflicts damage or until someone
• Performance +d6 sees through the disguise.
• Persuasion +d2
• Streetwise +d2
EQUIPMENT
• Survival +d2 Weapons: Laser Blaster
• Targeting +d6 Other: Cyclobot Summoning Parts, Universal
• Languages: Universal Communicator allows for Communicator
speech/translation from all spacefaring languages

PERKS CONWING (GROWN)


Expert Mimic: Conwing is an expert at recreating
sounds and behaviors, giving him Edge on Exposing his raw mutant DNA to the stimuli of the
all Deception and Performance Skill Tests to outside world, Conwing grows to a massive height
impersonate another being. and becomes a fierce fighter!
THREAT LEVEL: 9
ATTACKS
SIZE: Gigantic HEALTH: 10
Laser Blaster, Blue Beam (Targeting): +d4, Range MOVEMENT: 35ft Ground
40ft/70ft (1 Cold damage)
STRENGTH: 6 SPEED: 6
Alternate Effects: Target gains the Immobilized
SMARTS: 4 SOCIAL: 8
Condition for 1d2 rounds.
Hands: 1 TOUGHNESS: 16 EVASION: 16
WILLPOWER: 14 CLEVERNESS: 18
Traits: Immobilize, Laser, Sidearm
Laser Blaster, Yellow Beam (Targeting): +d4,
Range 40ft/70ft (1 Laser damage)

154
THREATS
5
SKILLS all attempts to discover Conwing’s identity suffer
Snag. This illusory visage lasts until Conwing suffers
• Alertness +d4 or inflicts damage, or until someone sees through
• Athletics +d2 the disguise.
• Brawn +d2
• Conditioning +1 EQUIPMENT
• Culture +d2 Weapons: Laser Blaster
• Deception +d6
• Finesse +d2 Other: Cyclobot Summoning Parts, Universal
• Infiltration +d2 Communicator
• Initiative +d2
• Intimidation +d2
• Might +d4
• Performance +d6
• Persuasion +d2
• Streetwise +d2
• Survival +d2
• Targeting +d8
• Languages: Universal Communicator allows for
speech/translation from all spacefaring languages

PERKS
Expert Mimic: Conwing is an expert at recreating
sounds and behaviors, giving him Edge on
all Deception and Performance Skill Tests to
impersonate another being.

ATTACKS
Laser Blaster, Blue Beam (Targeting): +d8,
Range 60ft/150ft (3 Cold damage)
Alternate Effects: Target gains the Immobilized
Condition for 1d4 rounds.
Hands: 1
Traits: Immobilize, Laser, Sidearm
Laser Blaster, Yellow Beam (Targeting): +d8,
Range 60ft/150ft (3 Laser damage)
Alternate Effects: Target gains the Blinded
Condition for 1d4 rounds.
Hands: 1
Traits: Blind, Laser, Sidearm
Unarmed Strike (Might): +d4, Reach (3 Blunt
damage)
Alternate Effects: Maneuver (1)
Hands: 1
Traits: Blunt, Silent

POWERS
Mimic Skill (Standard): Conwing can recreate
aspects of some of an enemy’s physical actions
through a mimicry of their movements. Conwing’s
Finesse and Might Skill Tests are made with a 1
bonus on their turn following being attacked, hit or
miss, by a melee Attack.
Phantasm Field (1/scene; Standard): Conwing
can assume the physical appearance of any
Gigantic sized humanoid creature. While in effect,

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DASH (NORMAL)
“Three… two… one… GO!”

Dash is a shapeshifting mutant employed by Nadira Sword (Finesse): +d4, Reach (1 Sharp damage)
to drive fast and hopefully break the will of the Alternate Effects: Maneuver (1)
racing fanatic-turned-Time Force Ranger, Lucas. He Hands: 1
might not be a seasoned warrior like some of her Traits: Sharp, Silent
cohorts, but very few can out-drive him, making him
her perfect getaway driver! Unarmed Strike (Finesse): +d4, Reach (1 Stun)
Alternate Effects: 1 Blunt damage (1)
THREAT LEVEL: 6
Hands: 1
SIZE: Common HEALTH: 6 Traits: Blunt, Silent, Stun
MOVEMENT: 45ft Ground
STRENGTH: 4 SPEED: 9 POWERS
SMARTS: 3 SOCIAL: 4 Mutagenic Seal Patch (1/scene): When reduced
TOUGHNESS: 16 EVASION: 19 to 1 or 0 Health, Dash is Defeated. At the beginning
WILLPOWER: 13 CLEVERNESS: 14 of the next round, he becomes Dash (Grown), rolling
a new place in the Initiative order, but continuing the
SKILLS same Combat scene.
• Alertness +d4 Shapeshift (2/scene; Standard): Dash can fully
• Brawn +d4 (+d8) convert into a human or humanoid disguise. While
• Culture +d4 in this form, his body is not as durable or combat-
• Deception +d2 ready, but it can blend in perfectly with others of its
• Driving (Ground) +d8* kind, granting Edge on Infiltration and Deception Skill
• Finesse +d4 Tests toward them.
• Initiative +d2 EQUIPMENT
• Intimidation +d2 (+d6)
• Performance +d4 Weapons: Cyber-Sword
• Streetwise +d2 Armor: Armored Skinsuit (+2 deflective to
• Targeting +d4 Toughness; non-shapeshifted only)
• Technology +d2 Other: Translation Augmetics
• Languages: Translation Augmetics grant Fluency in
all known Languages HANG-UPS
PERKS Begrudging Respect: Dash respects those
who handle themselves well in tense situations.
Expert Driver: Once Dash gets a feel for a vehicle, Whenever a foe rolls a Critical Success on a Skill
it proverbially dances under his guidance. Once he Test, even one targeting him, he gives an accepting
has passed at least two Driving Skill Tests with a nod and not Attack that foe on his following turn
vehicle in a given scene, he gains Edge on all further unless it is the only foe available.
Driving rolls with the same vehicle for the remainder
of the scene.
Mutant Physique: When Dash is not shapeshifted, DASH (GROWN)
his musculature is enhanced, and he considers his
Brawn and Intimidation Skills to be two Ranks higher. Growing on account of unstable mutant DNA, Dash
stands like a giant amongst his peers – using that
ATTACKS size to be a fast and ferocious warrior.
Palm Lasers (Targeting): +d4, Range 20ft/60ft (1 THREAT LEVEL: 8
Laser damage) SIZE: Gigantic HEALTH: 8
Alternate Effects: Target gains Blinded Condition MOVEMENT: 45ft Ground
until the end of their next turn (1) STRENGTH: 7 SPEED: 10
Hands: 1 SMARTS: 3 SOCIAL: 4
Traits: Blind, Laser
TOUGHNESS: 19 EVASION: 20
Special: Cannot be used while shapeshifted WILLPOWER: 13 CLEVERNESS: 14

156
THREATS
5
SKILLS
• Alertness +d4
• Brawn +d6 (+d10)
• Conditioning +2
• Culture +d4
• Deception +d2
• Driving (Ground) +d8*
• Finesse +d6
• Initiative +d2
• Intimidation +d4 (+d8)
• Performance +d4
• Streetwise +d2
• Targeting +d4
• Technology +d2
• Languages: Translation Augmetics grant
Fluency in all known Languages

PERKS
Expert Driver: Once Dash gets a feel for a vehicle,
it proverbially dances under his guidance. Once he
has passed at least two Driving Skill Tests with a
vehicle in a given scene, he gains Edge on all further
Driving rolls with the same vehicle for the remainder
of the scene.
Mutant Physique: Dash’s form is well-developed,
his musculature enhanced, and he considers his
Brawn and Intimidation Skills to be two Ranks higher.
EQUIPMENT
ATTACKS
Weapons: Cyber-Sword
Palm Lasers (Targeting): +d4, Range 40ft/100ft (3
Laser damage) Armor: Armored Skinsuit (+2 deflective to
Toughness; non-shapeshifted only)
Alternate Effects: Target gains the Blinded
Condition until the end of their next turn (1) Other: Translation Augmetics
Hands: 1
HANG-UPS
Traits: Blind, Laser
Special: Cannot be used while shapeshifted Begrudging Respect: Dash respects those
who handle themselves well in tense situations.
Sword (Finesse): +d6, Reach (3 Sharp damage) Whenever a foe rolls a Critical Success on a Skill
Alternate Effects: Maneuver (1) Test, even one targeting him, he gives an accepting
Hands: 1 nod and not Attack that foe on his following turn
Traits: Sharp, Silent unless it is the only foe available.
Unarmed Strike (Finesse): +d6, Reach (3 Stun)
Alternate Effects: 3 Blunt damage (1)
Hands: 1
Traits: Blunt, Silent, Stun

POWERS
No Reason to Hide (2/scene; Free): Dash does
not need to hide who or what he is now that he
has grown to such a large size. While he no longer
shapeshifts, he can focus his physical attention on
his surroundings, allowing him to name two damage
types to gain Resistance to at any time during the
scene, for the duration of the scene.

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DRAGONTRON
“Almost as good as the real thing...” - Frax

Designed as a countermeasure to the Time Force ATTACKS


Megazords, Dragontron is Frax’s personal war
machine built to resemble the ancient dragons that Claws (Might): +d8, Reach (2 Sharp damage)
once populated the ancient world. It is enormous, Alternate Effects: Maneuver (1), Multiple Attacks
fierce, and completely self-reliant and programmed. (2, 1)
It possesses an advanced artificial intelligence, but Hands: 1
even that is designed to mimic the instincts of its Traits: Sharp, Silent
namesake mythic creature.
Laser Array (Targeting): +d10*, Range 75ft/200ft (2
THREAT LEVEL: 12
Laser damage)
SIZE: Towering HEALTH: 14 Hands: 0
MOVEMENT: 40ft Ground, 40ft Aquatic Traits: Integrated, Laser, Multi-Weapon (2)
STRENGTH: 11 SPEED: 9 Tail (Might): +d8, Reach 45ft (3 Blunt damage)
SMARTS: 8 SOCIAL: 2
Alternate Effects: Maneuver (1), Multiple Targets
TOUGHNESS: 25 EVASION: 19 (2, 1)
WILLPOWER: 18 CLEVERNESS: 12 Hands: 0
Traits: Blunt, Inaccurate (1)
SKILLS
• Alertness +d8 POWERS
• Animal Handling +d4 Alpha Strike (1/scene; Standard): Opening all the
• Athletics +d2 Dragontron’s laser array ports, it may make a single
• Brawn +d6 Laser Array Attack against a single target with a 2
• Conditioning +2 penalty that deals triple normal base damage.
• Initiative +d6
Electro-Arc (Special): Every time Dragontron is hit
• Intimidation +d2
by a melee Attack, roll 1d6. If the result is equal to
• Might +d8
or less than the damage suffered in the Attack, the
• Science +d4
attacker suffers 2 Electric damage from an arc of
• Targeting (Lasers) +d10* blue lightning.
• Technology +d4
• Languages: Understands many spacefaring EQUIPMENT
languages; speaks none
Armor: Reinforced Body (+4 plating to Toughness)
PERKS
HANG-UPS
Regeneration: Dragontron heals 1d2 Health at the
Energy Core Instability: The glowing energy source
end of any combat round where it did not suffer
on Dragontron’s back is its primary weakness. Any
Electromagnetic damage or is Defeated.
Attack coming from its rear may choose to take a
Robotic Body: Dragontron is a construct, does Snag and a 1 penalty on the Skill Test to hit the
not need to breathe, is immune to Poison damage, Energy Core. If the Skill Test is successful, it inflicts 1
and cannot suffer from the Asleep or Poisoned additional Electromagnetic damage to Dragontron.
conditions.

158
THREATS
5

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DYNA BOT
“3..2..1..and… boom!”

Dyna Bot is a robotic demolitions expert without Mag-Charges (Athletics): +d6*, Range 20ft/40ft (2
peer, designed and uploaded to serve a very specific Fire damage)
purpose for the Venjix Computer Network. Alternate Effects: Target gains the Deafened
THREAT LEVEL: 7 Condition for 2d2 turns
SIZE: Large HEALTH: 7 Hands: 1
MOVEMENT: 35ft Ground Traits: Accurate (1), Anti-Armor, Area of Effect
(10ft × 10ft), Fire
STRENGTH: 6 SPEED: 2
SMARTS: 8 SOCIAL: 4 Punches (Might): +d4, Reach (1 Blunt damage)
TOUGHNESS: 20 EVASION: 12 Alternate Effects: Maneuver (1)
WILLPOWER: 18 CLEVERNESS: 14 Hands: 1
Traits: Blunt, Silent
SKILLS
POWERS
• Alertness +d2
• Athletics (Throwing) +d6* Tri-Bombs (2/scene; Move): Dyna Bot grabs three
• Initiative +d4 of the same kind of device and tosses them toward
• Might +d4 the enemy. This allows Dyna Bot to add the Multi-
• Performance +d4 Weapon (3) trait to one of his Area of Effect Attacks
for this turn.
• Science (Demolitions) +d4*
• Streetwise +d4 Technopathy (Standard): Using the infectious
• Technology (Explosives) +d6* nature of the Venjix Virus, Dyna Bot can cause other
• Languages: Translation Program grants Fluency in machines to function as part of the VCN, gaining
all known Languages Edge in their use.

PERKS EQUIPMENT
BOOM!: Dyna Bot’s body is made from an Armor: Reinforced Body (+4 plating to Toughness)
assortment of explosive devices and chemicals he Other: Internal Translation Program, an uncountable
uses to assemble his bombs and explosive devices. number of bombs, explosives, and other devices of
He ignores the Consumable trait on his Attacks with destruction.
an Area of Effect.
Venjix Virus Bot Host: The Dyna Bot is designed to
HANG-UPS
host a copy of and programmed to serve the ultra- Just an Advanced Drone: The Venjix Virus is, at its
advanced Venjix Virus until it cannot physically do core, a sentient computer program with advanced
so any longer. It is immune to Poison, Psychic, and problem-solving that tells it to abandon certain
Stun damage, cannot suffer the Poisoned or Stunned situations if they are ultimately untenable. At the
conditions, and assumes its Grown statistic block beginning of this creature’s turn, roll 1d4. If the result
1d6 rounds after being reduced to 0 Health. is higher than its current remaining Health, the virus
puts the bot into shutdown protocols, diagnosing
ATTACKS that the end of its existence is near. It suffers Snag
Bombs (Athletics): +d6*, Range 30ft/50ft (1 Fire on all Skill Tests for the remainder of the scene.
damage)
Alternate Effects: Target gains the Deafened
Condition for 2d2 turns.
Hands: 1
Traits: Area of Effect (25ft × 25ft), Fire

160
THREATS
5

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ELECTROPEDE (NORMAL)
“I’m hungry!”

One of Frax’s prized mutant weapons, Electropede is ATTACKS


a hideous creature that hails from a planet covered
in storm-ravaged badlands, turning every square Pincer Claws (Might): +d8, Reach (2 Sharp damage)
foot of sandy wasteland into a possible lightning Alternate Effects: Target loses 1d2 Personal Power,
strike. He is a living battery, lightning rod, and gained by Electropede as Charge Pool
generator all in one! Hands: 1
THREAT LEVEL: 12 Traits: Sharp, Silent
SIZE: Large HEALTH: 12 Electric Blast (Targeting): +d8*, Range 50ft/90ft (2
MOVEMENT: 35ft Ground Electric damage)
STRENGTH: 9 SPEED: 9 Hands: 0
SMARTS: 7 SOCIAL: 5 Traits: Electric
Special: Costs 1 Charge Pool
TOUGHNESS: 20 EVASION: 19
WILLPOWER: 17 CLEVERNESS: 15 POWERS
SKILLS Bad Breath (3/scene; Standard): All targets
in a 30ft long, 15ft wide area directly in front of
• Alertness +d4
Electropede are attacked using Athletics, ignoring
• Animal Handling +d4
Toughness Defense attempts. This Attack causes 1
• Athletics +d4 Poison damage.
• Brawn +d4
• Culture +d2 Electroportation (1/scene; Move): Leaping from
• Deception +d2 one place to the next as a blast of electricity,
Electropede vanishes and reappears up to 150ft
• Infiltration +d2
away to an unoccupied space it can see. Alternately,
• Initiative +d6
this can be used when he is Defeated to retreat
• Intimidation +d4 from a scene.
• Might +d8
• Persuasion +d2 Lightning Generation (Special): Every time
• Science +d4 Electropede is hit by a melee Attack, he may spend
1 Charge Pool to deal 1 Electric damage to the
• Targeting (Electricity) +d8*
attacker without a Skill Test in the from of an arc of
• Technology +d4
blue lightning.
• Languages: English, Spanish, French, Tagalog
Mutagenic Seal Patch (1/scene): When
PERKS Electropede is reduced to 1 or 0 Health, he is
Defeated. At the beginning of the next round, he
Energy Consumption: Electropede absorbs and
becomes Electropede (Grown), rolling a new place
devours energy-based Attacks, protecting and
in the Initiative order, but continuing the same
fueling itself. Any Electric or Energy damage that he
Combat scene.
suffers is ignored, and instead added to a Charge
Pool the GM keeps track of on a die or personal EQUIPMENT
notes; this pool starts at 3.
Armor: Rubbery Carapace (+1 deflective to Toughness)
Energy Charge: Electropede may spend 1 Charge
Pool to gain a 1 on any of its Attacks. Some of HANG-UPS
Electropede’s Powers also require Charge Pool
Always Hungry: Electropede is constantly starving
to activate.
for more energy. He always tries to Attack the
Lightning Shield: Electropede can use 2 Charge closest target with the highest level of Personal
Pool to cause a ranged Attack to miss him, blocked Power, Health, or a similar measurable resource.
by a flashing shield of magenta lightning.
Negative Polarity!: Electropede suffers greatly
when his internal charge is depleted or when he
suffers negative polarity impulses. If his Charge Pool
is at 0, he is Impaired. Additionally, when any Attack
or Power where Charge Pool is spent Fumbles,
Electropede suffers 2 damage automatically.

162
THREATS
5
ELECTROPEDE (GROWN)
Released from the mutations in its DNA,
Electropede has become a tower of energy-
consuming monstrousness, seeking the best
way to fill its insatiable electricity gullet!
THREAT LEVEL: 14
SIZE: Towering HEALTH: 15
MOVEMENT: 40ft Ground
STRENGTH: 11 SPEED: 10
SMARTS: 8 SOCIAL: 5
TOUGHNESS: 22 EVASION: 20
WILLPOWER: 18 CLEVERNESS: 15

SKILLS
• Alertness +d6
• Animal Handling +d4
• Athletics +d4
• Brawn +d4
• Conditioning +1
• Culture +d2
• Deception +d2
• Infiltration +d2
• Initiative +d6
• Intimidation +d4 Electric Blast (Targeting): +d10*, Range 70ft/150ft
• Might +d10 (4 Electric damage)
• Persuasion +d2 Hands: 0
• Science +d4 Traits: Electric
• Targeting (Electricity) +d10 Special: Costs 1 Charge Pool
• Technology +d4
• Languages: English, Spanish, French, Tagalog POWERS
Bad Breath (3/scene; Standard): All targets in
PERKS a 100ft long, 25ft wide area directly in front of
Energy Consumption: Electropede absorbs Electropede are attacked using Athletics, ignoring
and devours energy-based Attacks, protecting Toughness Defense attempts. This Attack causes 2
and fueling itself. Any Electric or Energy damage Poison damage.
that he suffers is ignored, and instead added to Lightning Generation (Special): Every time
a Charge Pool the GM keeps track of on a die or Electropede is hit by a melee Attack, he may spend
personal notes; this pool starts at 3, or more if 1 Charge Pool. The attacker automatically suffers 1
Electropede (Normal) had more when it assumed its Electric damage from an arc of blue lightning.
Grown state.
Energy Charge: Electropede may spend Charge EQUIPMENT
Pool to gain a 1 on any of its Attacks, or as a cost Armor: Rubbery Carapace (+1 deflective to Toughness)
for some Powers (noted below).
HANG-UPS
Lightning Shield: The first ranged Attack targeting
Electropede each round is ignored automatically, Always Hungry: Electropede is constantly starving
blocked by a flashing shield of magenta lightning for more energy. He always tries to Attack the
that costs him 2 Charge Pool. closest target with the highest level of Personal
Power, Health, or a similar measurable resource.
ATTACKS Negative Polarity!: Electropede suffers greatly
Pincer Claws (Might): +d10, Reach (4 Sharp when his internal charge is depleted or when he
damage) suffers negative polarity impulses. If his Charge Pool
Alternate Effects: Target loses 1d4 Personal Power, is at 0, he is Impaired. Additionally, when any Attack
or Power where Charge Pool is spent Fumbles,
gained by Electropede as Charge Pool
Electropede suffers 2 damage automatically.
Hands: 1
Traits: Sharp, Silent

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POWER RANGERS ROLEPLAYING GAME

FEAROG (NORMAL)
“You will never defeat me!”

One of Ransik’s original mutant gang members, POWERS


Fearog is loyal to his boss – perhaps more so than
any others in the organization. He is a capable Mutagenic Seal Patch (1/scene): When reduced to
fighter and a trusted scout for the gang, but when 1 or 0 Health, Fearog is Defeated. At the beginning of
things get too rough, he is smart enough to bounce the next round, he becomes Fearog (Grown), rolling
out of there! a new place in the Initiative order but continuing the
same Combat scene.
THREAT LEVEL: 7
Teleportation (3/scene; Move): Fearog vanishes
SIZE: Large HEALTH: 7 and reappears up to 100ft away to an unoccupied
MOVEMENT: 30ft Ground, 35ft Aquatic space it can see. Alternately, this can be used when
STRENGTH: 6 SPEED: 5 he is Defeated to retreat from a scene.
SMARTS: 6 SOCIAL: 3
HANG-UPS
TOUGHNESS: 16 EVASION: 15
WILLPOWER: 16 CLEVERNESS: 13 Loyalty to Ransik: Fearog believes he would be
nothing without Ransik. He suffers Snag whenever
SKILLS defying his orders, and should he be placed in direct
danger and Fearog is aware of it, he suffers 1 to all
• Alertness +d6
• Athletics +d6 Skill Tests NOT meant to aid him somehow.
• Culture (Mercenary) +d4*
• Driving +d2
• Initiative +d4
FEAROG (GROWN)
• Might +d4 Rarely called upon to do so, Fearog’s unchecked
• Persuasion +d2 mutation causes him to grow to an enormous size
• Streetwise +d4 for fighting off the likes of Time Force or even S.P.D.
• Targeting +d4 patrol teams!
• Languages: Universal Communicator allows for
THREAT LEVEL: 9
speech/translation from all spacefaring languages
SIZE: Gigantic HEALTH: 9
PERKS MOVEMENT: 40ft Ground, 45ft Aquatic
Acute Hearing: Fearog has intensely good hearing, STRENGTH: 7 SPEED: 7
gaining Edge on Alertness when his hearing is SMARTS: 7 SOCIAL: 3
involved, and 1 on non-Alertness Skill Tests when TOUGHNESS: 17 EVASION: 17
his hearing is still involved. WILLPOWER: 17 CLEVERNESS: 13
ATTACKS SKILLS
Eye Beams (Targeting): +d4, Range 60ft/100ft (2 • Alertness +d8
Energy damage) • Athletics +d6
Alternate Effects: Area of Effect (25ft × 25ft) • Culture (Mercenary) +d4*
Hands: 0 • Driving +d2
Traits: Energy, Wrecker • Initiative +d6
• Might +d6
Unarmed Strike (Might): +d4, Reach (1 Stun)
• Persuasion +d2
Alternate Effects: 1 Blunt damage (1)
• Streetwise +d4
Hands: 1
• Targeting +d6
Traits: Blunt, Silent, Stun
• Languages: Universal Communicator allows for
speech/translation from all spacefaring languages

164
THREATS
5
PERKS EQUIPMENT
Acute Hearing: Fearog has intensely good hearing, Weapon: Dueling Saber
gaining Edge on Alertness when his hearing is
involved, and 1 on non-Alertness Skill Tests when HANG-UPS
his hearing is still involved. Loyalty to Ransik: Fearog believes he would be
nothing without Ransik. He suffers Snag whenever
ATTACKS defying his orders, and should he be placed in direct
Eye Beams (Targeting): +d6, Range 80ft/200ft (4 danger and Fearog is aware of it, he suffers 1 to all
Energy damage) Skill Tests NOT meant to aid him somehow.
Alternate Effects: Area of Effect (40ft × 40ft)
Hands: 0
Traits: Energy, Wrecker
Swordplay (Might): +d6, Reach (3 Sharp damage)
Hands: 1
Traits: Sharp, Silent
Unarmed Strike (Might): +d6, Reach (2 Stun)
Alternate Effects: 2 Blunt damage (1)
Hands: 1
Traits: Blunt, Silent, Stun

POWERS
Flourish (1/scene; Standard): Instead of making
a normal Swordplay Attack, Fearog makes three
Attack rolls all at once against the same target. The
successes achieved are added together to form a
single source of damage for this Attack.
Teleportation (2/scene; Move): Fearog
vanishes and reappears up to 200ft away to an
unoccupied space it can see. Alternately, this
can be used when he is Defeated to retreat
from a scene.

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POWER RANGERS ROLEPLAYING GAME

FRIX (FRAX MK.II)


“How can I fix… fix… fix… this… dream…?”

Considered to be Frax’s robotic offspring in an ATTACKS


alternate timeline and dimension, Frix is a more
ruthless and erratic version of the original creation Hand Blaster (Targeting): +d8, Range 40ft/80ft (1
– and one that is not tempered by the human Energy damage)
emotional connections that Ferricks brought to Frax! Hands: 1
THREAT LEVEL: 13 Traits: Ballistic, Energy, Integrated

SIZE: Large HEALTH: 15 Pincer-Claws (Might): +d6, Reach (2 Sharp damage)


MOVEMENT: 40ft Ground Alternate Effects: Grapple (1)
STRENGTH: 10 SPEED: 9 Hands: 1
SMARTS: 9 SOCIAL: 4 Traits: Grapple, Sharp, Silent

TOUGHNESS: 24 EVASION: 19 Mouth Laser (Targeting): +d8, Range 35ft/90ft (2


WILLPOWER: 19 CLEVERNESS: 14 Laser damage)
Alternate Effects: Target gains the Blinded
SKILLS Condition until the end of their next turn (2)
• Alertness +d4 Hands: 0
• Athletics +d2 Traits: Integrated, Laser
• Brawn +d4
• Conditioning +2 POWERS
• Culture +d4 Hand Blaster Configuration (Move): Frix can
• Infiltration +d4 spend a Move action to apply one of the following
• Initiative +d4 effects to the base effect of his Hand Blaster Attack:
• Intimidation +d6 Area of Effect (40ft × 40ft), add 2 Energy damage,
• Might +d6 add Multiple Attacks (3), or convert existing base
• Performance +d2 damage to Poison.
• Persuasion +d4 Phase Portals (1/scene; Move): Frix can open a
• Science +d4 swirling purple and black Grid-energy portal within
• Streetwise +d2 10ft that opens to an unoccupied space within
• Targeting +d8 300ft. The portal remains open for 2d4 rounds but
• Technology +d6 can lead to anywhere within range.
• Languages: Translation Augmetics grant Fluency in
all known Languages EQUIPMENT
Armor: Reinforced Body (+4 plating to Toughness)
PERKS
Other: Internal Translation Augmetics
Robotic Body: Frix is completely synthetic, does
not need to breathe, is immune to Poison damage, HANG-UPS
and cannot suffer from the Asleep or Poisoned
Unstable Creation: Frix is a machine caught
conditions.
somewhere between the personality imprint of
Temporal Flux: Frix is steeped with ambient his creator, a robotic body filled with advanced
chronometric energies, giving it a strange ability to technology, and a new sentience lost in a world
move and react in between the flow of time around it knows little about. Before Frix takes a Standard
it. This allows Frix to roll two spots in the Initiative action for any reason, roll 1d10. On a result of a 1, Frix
order of a Combat scene, effectively gaining a glitches audibly as he measures the possible results
second set of actions each turn! of the activity, and the action is wasted.

166
THREATS
5

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POWER RANGERS ROLEPLAYING GAME

GENERATION 9 NOZ BOT


ATTACK SYSTEM
One of the gigantic attack bot systems created by ATTACKS
the Venjix Computer Network, the Generation 9
Noz Bot Attack System is an infected and upgraded Punches (Might): +d6, Reach (3 Blunt damage)
version of a common household cleaner spray Alternate Effects: Maneuver (1)
bottle. It is odd-looking and a weird choice for the Hands: 1
VCN to weaponize, but its ability to spray acids and Traits: Blunt, Silent
poisons are formidable.
Energy Bolts (Targeting): +d8, Range 40ft/100ft (2
THREAT LEVEL: 9 Energy damage)
SIZE: Towering HEALTH: 12 Alternate Effects: Multiple Attacks (2, 1)
MOVEMENT: 40ft Ground Hands: 0
STRENGTH: 9 SPEED: 8 Traits: Energy
SMARTS: 7 SOCIAL: 4 Spray Blast (Targeting): +d8*, Range Special (3 Acid
TOUGHNESS: 23 EVASION: 18 damage)
WILLPOWER: 17 CLEVERNESS: 14 Hands: 0
Traits: Acid, Area of Effect (30ft wide × 60ft long
SKILLS
directly in front of attacker); Integrated, Reload
• Alertness +d4
• Athletics +d2 POWERS
• Brawn +d6 Poison Payload (Standard; Targeting): A blast of
• Conditioning +3 concentrated chemical poisons attacks everything
• Initiative +d6 within 60ft of the attacker’s spray-nozzle face. This
• Might +d6 Attack ignores armor bonuses to Defense, inflicts 2
• Performance +d4 Poison damage, and a Critical Success applies the
• Persuasion +d4 Poisoned Condition for 2d6 hours.
• Science +d4
• Targeting (Sprays) +d8* EQUIPMENT
• Technology +d6 Armor: Reinforced Body (+4 plating to Toughness)
• Languages: Translation Program grants Fluency in Other: Internal Translation Program
all known Languages, but does not speak
HANG-UPS
PERKS
Just an Advanced Drone: The Venjix Virus is, at its
Chemical Payloads: This creature has Resistance core, a sentient computer program with advanced
to Acid damage and adds the following text to any problem-solving that tells it to abandon certain
Poisoned conditions it imposes upon its targets: situations if they are ultimately untenable. At the
While Poisoned, all of the target’s Defenses are beginning of this creature’s turn, roll 1d4. If the result
lowered by 2. is higher than its current remaining Health, the virus
Venjix Virus Bot Host: The Generation 9 Noz Bot puts the bot into shutdown protocols, diagnosing
Attack System is designed to host a copy of and that the end of its existence is near. It suffers Snag
programmed to serve the ultra-advanced Venjix on all Skill Tests for the remainder of the scene.
Virus until it cannot physically do so any longer. It
is immune to Poison, Psychic, and Stun damage,
cannot suffer the Poisoned or Stunned conditions.

168
THREATS
5

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POWER RANGERS ROLEPLAYING GAME

GENERATION 12 ENERGY
BOT (NORMAL)
Designed to absorb the Ranger Operators’ Bio Field POWERS
Energies and cut them off from the Morphin Grid, the Energy Absorption (Move): The Energy Bot
Energy Bot is one of Venjix’s most challenging bots. prepares to consume energy from an attack against
THREAT LEVEL: 8 it or the target of its Guard Mode power until the
start of its next turn. The next attack against it or its
SIZE: Large HEALTH: 8
guard that deals 6 or less Energy damage instead
MOVEMENT: 40ft Ground
heals the Energy Bot and gives it Edge on its next
STRENGTH: 8 SPEED: 6 Energy Mouth Beam Attack.
SMARTS: 7 SOCIAL: 2
Guard Mode (Standard): The Energy Bot chooses
TOUGHNESS: 22 EVASION: 16 another threat to guard until the end of its next turn.
WILLPOWER: 17 CLEVERNESS: 12 Attacks against the guarded threat suffer Snag.

SKILLS Technopathy (Standard): Using the infectious


nature of the Venjix Virus, the Energy Bot can cause
• Acrobatics +d2 other machines to function as part of the VCN,
• Alertness +d6 gaining Edge in their use until the virus is removed.
• Athletics +d2
• Brawn +d4 EQUIPMENT
• Deception +d2 Armor: Reinforced Body (+4 plating to Toughness)
• Finesse +d2
• Initiative +d6 HANG-UPS
• Might (Martial Arts) +d8* Energy Reconfiguration: The Energy Bot’s
• Persuasion +d2 absorption is limited to specific Bio-Field Morphin
• Technology +d8 Grid enegies. As a Standard action and succeeding
• Languages: Understands all Languages, but on a DIF 16 Technology (Grid Tech) Skill Test, the
does not speak Rangers can reconfigure their Energy weapons to
ignore the Energy Bot’s Energy Absorption power.
PERKS
Just an Advanced Drone: At the beginning of this
Aggressive Combatant: When attacking, the creature’s turn, roll 1d4. If the result is higher than its
Energy bot can make two Might-based attacks. current health, the virus puts the bot into shutdown
Enhanced Targeting Suite: The Energy Bot can use protocols. It suffers Snag on all Skill Tests for the
Technology instead of Targeting for ranged attacks. remainder of the scene.
Venjix Virus Bot Host: The Energy Bot is immune to
Poison, Psychic, and Stun damage and cannot suffer
the Poisoned or Stunned conditions. It automatically
GENERATION 12 ENERGY
assumes its Grown statistic block 1d6 rounds after BOT (GROWN)
being reduced to 0 Health.
Grown to a colossal size, the Energy Bot gains new
ATTACKS attacks to knock aside Megazords when it isn’t
turning their energy attacks against them!
Energy Mouth Beam (Technology): +d8, Range: Self
(2 Energy damage Blast: 10ft wide × 50ft long) THREAT LEVEL: 11
SIZE: Towering HEALTH: 14
Alternate Effect: Sweep (↓1, 30ft Cone)
MOVEMENT: 40ft Ground
Critical Effect: Rangers critically struck unmorph
and cannot morph for 1d2 rounds. STRENGTH: 12 SPEED: 6
Hands: 0 SMARTS: 8 SOCIAL: 2
Traits: Energy TOUGHNESS: 26 EVASION: 16
WILLPOWER: 18 CLEVERNESS: 12
Pummel (Might): +d8*, Reach (1 Blunt damage)
Alternate Effects: Maneuver (↓1)
Hands: 0
Traits: Blunt, Martial Arts, Silent

170
THREATS
5
SKILLS HANG-UPS
• Acrobatics +d2 Energy Reconfiguration: The Energy Bot’s
• Alertness +d6 absorption is limited to specific Bio-Field Morphin
• Athletics +d2 Grid enegies. As a Standard action and succeeding
• Brawn +d4 on a DIF 16 Technology (Grid Tech) Skill Test, the
• Conditioning +3 Rangers can reconfigure their Energy weapons to
• Deception +d2 ignore the Energy Bot’s Energy Absorption power.
• Finesse +d2 Just an Advanced Drone: At the beginning of this
• Initiative +d8 creature’s turn, roll 1d4. If the result is higher than its
• Might (Martial Arts) +d10* current health, the virus puts the bot into shutdown
• Persuasion +d2 protocols, diagnosing that the end of its existence
• Technology +d10 is near. It suffers Snag on all Skill Tests for the
• Languages: Understands all Languages but remainder of the scene.
does not speak

PERKS
Aggressive Combatant: When attacking, the
Energy bot can make two Might-based attacks.
Enhanced Targeting Suite: The Energy Bot can use
Technology instead of Targeting for ranged attacks.
Venjix Virus Bot Host: The Energy Bot is immune to
Poison, Psychic, and Stun damage, and cannot suffer
the Poisoned or Stunned conditions.

ATTACKS
Giant Strikes (Might): +d10*, Reach (2 Blunt damage)
Alternate Effects: Maneuver (↓1)
Hands: 1
Traits: Blunt, Martial Arts, Silent
Wind Blast (Technology): +d10, Reach (2 Blunt damage,
push back 20 feet and knock prone Cone: 90 ft)
Hands: 0
Traits: Indirect
Energy Mouth Beam (Technology): +d10, Range:
Self (3 Energy damage Blast: 30ft wide × 80ft long)
Critical Effect: The target is knocked prone.
Hands: 0
Traits: Energy

POWERS
Energy Absorption (Move): The Energy Bot
prepares to consume energy from an attack against
it until the start of its next turn. The next attack
against it or its guard that deals 6 or less Energy
damage instead heals the Energy Bot and gives it
Edge on its next Energy Mouth Beam Attack.
Technopathy (Standard): Using the infectious
nature of the Venjix Virus, the Energy Bot can cause
other machines to function as part of the VCN,
gaining Edge in their use until the virus is removed.

EQUIPMENT
Armor: Reinforced Body (+4 plating to Toughness)

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POWER RANGERS ROLEPLAYING GAME

IZOUT (NORMAL)
Work’s work.”

A true mutant mercenary that has worked for the Energy Blaster (Targeting): +d4, Range 45ft/80ft (2
likes of Frax, the Troobian Empire, and even filled the Energy damage)
role of security at the Onyx Tavern once or twice. He Hands: 1
is a quick study, the epitome of a gun for hire. It isn’t Traits: Ballistic, Energy, Sidearm
known which planet is his watery home world, but
there are numerous wanted posters hanging in the Unarmed Strike (Might): +d4, Reach (1 Stun)
halls of Aquitar. Alternate Effects: 1 Blunt damage (1)
Hands: 1
THREAT LEVEL: 7 Traits: Blunt, Silent, Stun
SIZE: Common HEALTH: 8 POWERS
MOVEMENT: 35ft Ground, 40ft Aquatic
Mutagenic Seal Patch (1/scene): When Izout
STRENGTH: 5 SPEED: 5 is reduced to 1 or 0 Health, he is Defeated. At the
SMARTS: 5 SOCIAL: 5 beginning of the next round, he becomes Izout
TOUGHNESS: 16 EVASION: 16 (Grown), rolling a new place in the Initiative order,
WILLPOWER: 15 CLEVERNESS: 15 but continuing the same Combat scene.
Slippery Target (Move): Izout knows several
SKILLS methods as to how to make himself difficult to hit by
• Alertness +d2 ranged Attacks, choosing to forfeit his Move action
• Athletics +d4 to instead roll his Athletics skill die and adding it
• Conditioning +1 to his Evasion Defense until the beginning of his
• Culture (Mercenary) +d4* next turn.
• Deception +d2
EQUIPMENT
• Driving +d2
• Initiative +d4 Weapons: Energy Blaster
• Might +d4 Armor: Defense Matrix (+1 computerized to
• Performance +d2 Toughness and Evasion)
• Streetwise +d6
Other: Crippling Charges x8, Universal
• Targeting +d4
Communicator
• Technology +d2
• Languages: Universal Communicator allows for HANG-UPS
speech/translation from all spacefaring languages
Live to Merc Another Day: Izout is happy to go
PERKS to great lengths for his employers, but he knows a
losing situation when he sees one. If he or his allies
Been There, Done That: Izout has worked a LOT of Fumble more than three times in any scene, he sees
roles in his life, and it has rubbed off on his skillset. this as a bad sign and escapes the scene, Defeated,
His Skills may never be reduced below the base to find a better way to get paid!
die result on Table 6-2 on page 88 of the Power
Rangers Roleplaying Game Core Rulebook.

ATTACKS IZOUT (GROWN)


Crippling Charges (Athletics): +d4, Range 20ft/40ft Allowing his mutant DNA to do the trick, Izout grows
(2 Energy damage) to a massive size and takes the fight to a new level!
Alternate Effects: Remove Area of Effect to add THREAT LEVEL: 9
Impaired Condition for 2d6 turns (1) SIZE: Gigantic HEALTH: 10
Hands: 1 MOVEMENT: 40ft Ground, 50ft Aquatic
Traits: Area of Effect (10ft × 10ft), Consumable,
STRENGTH: 7 SPEED: 7
Energy SMARTS: 5 SOCIAL: 5
TOUGHNESS: 18 EVASION: 18
WILLPOWER: 15 CLEVERNESS: 15

172
THREATS
5

SKILLS
• Alertness +d2
• Athletics +d4
• Brawn +d2
• Conditioning +1
• Culture (Mercenary) +d4*
• Deception +d2
• Driving +d2
• Initiative +d6
• Might +d6
• Performance +d2
• Streetwise +d6
• Targeting +d6
• Technology +d2
• Languages: Universal Communicator allows for
speech/translation from all spacefaring languages

PERKS
Been There, Done That: Izout has worked a LOT of POWERS
roles in his life, and it has rubbed off on his skillset. Here, Take Two (1/scene; Standard): Izout throws
His Skills may never be reduced below the base two of his Crippling Charges at the same point/
die result on Table 6-2 on page 88 of the Power target, effectively making one Attack Skill Test to
Rangers Roleplaying Game Core Rulebook. apply twice the effects.
ATTACKS Slippery Target (Move): Izout knows several
methods as to how to make himself difficult to hit by
Crippling Charges (Athletics): +d4, Range ranged Attacks, choosing to forfeit his Move action to
50ft/100ft (4 Energy damage) instead roll his Athletics skill die and adding it to his
Alternate Effects: Remove Area of Effect to add Evasion Defense until the beginning of his next turn.
Impaired Condition for 2d6 turns (1)
Hands: 1 EQUIPMENT
Traits: Area of Effect (20ft × 20ft), Consumable, Weapons: Energy Blaster
Energy Armor: Defense Matrix (+1 computerized to
Energy Blaster (Targeting): +d6, Range 90ft/160ft Toughness and Evasion)
(3 Energy damage) Other: Crippling Charges x8, Universal
Hands: 1 Communicator
Traits: Ballistic, Energy, Sidearm
HANG-UPS
Unarmed Strike (Might): +d6, Reach (3 Blunt
Live to Merc Another Day: Izout knows a losing
damage)
situation when he sees one. If he or his allies Fumble
Alternate Effects: Maneuver (1)
more than three times in any scene, he sees this as
Hands: 1 a bad sign and escapes the scene, Defeated, to find
Traits: Blunt, Silent a better way to get paid!

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POWER RANGERS ROLEPLAYING GAME

KNIGHT BOT
A massive attack bot built under the learned specs ATTACKS
from General Shifter, Knight Bot was theorized and
assembled solely for fighting against the Megazord Battle Lance (Might): +d6, Reach ×2 (4 Sharp
combinations the Ranger Operators used to defend damage)
Corinth. It is a tower of armor and weapons that Alternate Effects: Multiple Targets (3, 1)
is powered by an internally contained artificial Hands: 1
thunderstorm. Traits: Heavy, Sharp
THREAT LEVEL: 13 Special: Gains 2 to hit if used after at least 40ft
SIZE: Towering HEALTH: 15 of Movement
MOVEMENT: 45ft Ground Gauntlets (Might): +d6, Reach (3 Blunt damage)
STRENGTH: 9 SPEED: 8 Alternate Effects: Maneuver (1)
SMARTS: 8 SOCIAL: 7 Hands: 1
TOUGHNESS: 23 EVASION: 18 Traits: Blunt, Silent
WILLPOWER: 18 CLEVERNESS: 17 Lance Blast (Targeting): +d8, Range 45ft/100ft (3
Energy damage)
SKILLS
Hands: 1
• Alertness +d6 Traits: Energy
• Animal Handling +d2
• Athletics +d2 POWERS
• Brawn +d4 Eyes of the Storm (2/scene; Standard): All
• Conditioning +2 targets within 60ft of Knight Bot and within his line
• Initiative +d6 of sight suffer 1 Electric damage automatically.
• Intimidation +d4
Technopathy (Standard): Using the infectious
• Might +d6
nature of the Venjix Virus, Knight Bot can cause
• Performance +d8 other machines to function as part of the VCN,
• Streetwise +d4 gaining Edge in their use.
• Survival +d6
• Targeting (Lance Blast) +d8 EQUIPMENT
• Technology +d4
Weapons: Battle Lance
• Languages: Translation Program grants Fluency in
all known Languages, but does not speak Armor: Reinforced Body (+4 plating to Toughness)
Other: Internal Translation Program
PERKS
Energy Absorption: Knight Bot was designed to HANG-UPS
battle against energy slinging Megazords, so General Just an Advanced Drone: The Venjix Virus is, at its
Shifter made sure he was especially protected from core, a sentient computer program with advanced
them. Anytime an Attack or effect inflicts Energy problem-solving that tells it to abandon certain
damage on Knight Bot, he halves, rounded up, the situations if they are ultimately untenable. At the
amount of damage suffered and regains 1 Health. beginning of this creature’s turn, roll 1d4. If the
Shield Arm: Knight Bot is built with a thick, result is higher than its current remaining Health,
reinforced shield attached to his arm. This grants his the virus puts the bot into shutdown protocols,
Cover from all ranged Attacks targeting him that he diagnosing that the end of its existence is near. It
is aware of. suffers a Snag on all Skill Tests for the remainder of
the scene.
Venjix Virus Bot Host: The Knight Bot is designed
to host a copy of and programmed to serve the
ultra-advanced Venjix Virus until it cannot physically
do so any longer. It is immune to Poison, Psychic,
and Stun damage and cannot suffer Poisoned or
Stunned conditions.

174
THREATS
5

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POWER RANGERS ROLEPLAYING GAME

MAX AXE (NORMAL)


“Urgh… RAHR!”

Another of Frax’s robotic weapon designs to replace Head Laser Cannons (Targeting): +d8, Range
the mutant criminals found in the X-Vault, Max Axe 45ft/100ft (2 Laser damage)
is a big, simple machine made to do one thing, and Hands: 0
it does it well – destroy. Empowered by a powerful Traits: Integrated, Laser
trizyrium crystal, this is a fierce enemy for even
experienced Power Rangers. POWERS
THREAT LEVEL: 10 Crystal Overdrive (1/scene; Free): Max Axe turns
SIZE: Large HEALTH: 11 up the power received from the trizyrium crystal,
MOVEMENT: 35ft Ground giving it one additional Standard action this turn, but
also inflicting 1d2 Health in damage upon itself.
STRENGTH: 8 SPEED: 8
SMARTS: 7 SOCIAL: 3 Mutagenic Seal Patch (1/scene): When reduced
to 1 or 0 Health, Max Axe is Defeated. At the
TOUGHNESS: 24 EVASION: 18 beginning of the next round, he becomes Max Axe
WILLPOWER: 17 CLEVERNESS: 13 (Grown), rolling a new place in the Initiative order
SKILLS but continuing the same Combat scene.

• Alertness +d6 EQUIPMENT


• Animal Handling +d2 Armor: Ultra Heavy Armor (+6 plating to Toughness)
• Athletics +d2
• Brawn +d6 HANG-UPS
• Conditioning +1
Unimaginative: Max Axe was designed and
• Initiative +d8 empowered to be a blunt instrument, and lacks of
• Intimidation +d2 tactical forethought. Unless directly ordered by a
• Might +d8 higher Threat level controller, Max Axe always Moves
• Performance +d4 to and Attacks the nearest enemy target. If forced to
• Survival +d2 do otherwise, he suffers Snag on the resulting action.
• Targeting +d8
• Technology +d4
• Languages: Understands many spacefaring MAX AXE (GROWN)
languages; speaks in grunts and single
syllable emotes Empowered by a combination of an activated Seal
Patch and the trizyrium crystal at its core, Max Axe
PERKS has grown to a considerable height and strength –
and is ready to continue its onslaught!
Sturdiest Construction: Between its raw materials
and the trizyrium crystal energy coursing through THREAT LEVEL: 12
it, Max Axe is a powerfully built machine. It is not SIZE: Towering HEALTH: 14
possible to achieve Critical Success or additional MOVEMENT: 45ft Ground
Degrees of Success when rolling Attacks against
Max Axe, regardless of dice results; these are STRENGTH: 10 SPEED: 10
treated as a single, normal Success. SMARTS: 7 SOCIAL: 3
Robotic Body: Max Axe is a mutant-robotic being, does TOUGHNESS: 26 EVASION: 20
not need to breathe, is immune to Poison damage, and WILLPOWER: 17 CLEVERNESS: 13
cannot suffer from the Asleep or Poisoned conditions.
SKILLS
ATTACKS • Alertness +d6
Hatchet Hammer Arm (Might): +d8, Reach (2 Blunt • Animal Handling +d2
or 2 Sharp damage) • Athletics +d2
Alternate Effects: Maneuver (1) • Brawn +d6
Hands: 1 • Conditioning +2
• Initiative +d8
Traits: Blunt, Integrated, Sharp, Silent
• Intimidation +d2

176
THREATS
5
• Might +d10 HANG-UPS
• Performance +d4
Unimaginative: Max Axe was designed and
• Survival +d2
empowered to be a blunt instrument and lacks
• Targeting (Lasers) +d10*
tactical forethought. Unless directly ordered by a
• Technology +d4 higher Threat level controller, Max Axe always Moves
• Languages: Understands many spacefaring to and Attacks the nearest enemy target. If forced to
languages; speaks in grunts and single do otherwise, he suffers Snag on the resulting action.
syllable emotes

PERKS
Sturdiest Construction: Between its raw materials
and the trizyrium crystal energy coursing through
it, Max Axe is a powerfully built machine. It is not
possible to achieve Critical Success or additional
Degrees of Success when rolling Attacks against
Max Axe, regardless of dice results; these are
treated as a single, normal Success.
Robotic Body: Max Axe is a mutant-robotic being,
does not need to breathe, is immune to Poison
damage, and cannot suffer from the Asleep or
Poisoned conditions.
Trizyrium Surge: Whenever Max Axe rolls
a Critical Success on an Energy or
Laser-based Attack, the Attack inflicts 2
Strength Essence damage in addition to all
other effects.

ATTACKS
Hatchet Hammer Arm
(Might): +d10, Reach (3 Blunt
or 3 Sharp damage)
Alternate Effects: Maneuver
(1)
Hands: 1
Traits: Integrated, Sharp, Silent
Head Laser Cannons
(Targeting): +d10*, Range
90ft/180ft (4 Laser damage)
Hands: 0
Traits: Integrated, Laser

POWERS
Crystal Overdrive (1/scene; Free): Max Axe turns
up the power received from the trizyrium crystal,
giving it one additional Standard action this
turn, but also inflicting 1d2 Health in damage
upon itself.
Focused Firepower (1/scene; up to three
Free actions): Max Axe is allowed to use the Aim
action three times and apply it to a single Attack
with his Head Laser Cannons.

EQUIPMENT
Armor: Ultra Heavy Armor (+6 plating to Toughness)

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POWER RANGERS ROLEPLAYING GAME

NEEDLENOSE (NORMAL)
“I love an unfair fight!”

A cactus-mutant that was sent to the Wild West by Stunned and Immobilized until the end of their
Lord Zedd long ago, Needlenose is a tough customer next turn
and a born criminal. He is mean-spirited, has a fiery Hands: 1
temper, and loves little else than to spray a target Traits: Integrated, Poison
down with paralytic needles and then stand over
them and gloat about their impending demise. Spiny Punches (Might): +d4, Reach (1 Blunt or 1
Sharp damage)
THREAT LEVEL: 7
Hands: 1
SIZE: Large HEALTH: 7 Traits: Blunt, Sharp, Silent
MOVEMENT: 35ft Ground
STRENGTH: 6 SPEED: 6 POWERS
SMARTS: 4 SOCIAL: 4 Covered in Needles (Special): Every time
TOUGHNESS: 16 EVASION: 16 Needlenose is hit by a melee Attack, roll 1d6. If the
WILLPOWER: 14 CLEVERNESS: 14 result is equal to or less than the damage suffered
in the Attack, the attacker suffers 1 Poison damage
SKILLS from the paralytic needles that cover his body.
• Alertness +d4 EQUIPMENT
• Animal Handling +d2
• Athletics +d4 Other: Cactus Grenades ×8
• Culture +d2
HANG-UPS
• Deception +d2
• Infiltration +d4 Herbanoid: Needlenose is a plant-based mutant
• Initiative +d4 being, and is susceptible to a variety of substances
• Intimidation +d4 and stimuli designed to harm plant life. Against any
• Might +d4 of these substances, Needlenose’s Defenses are
considered 2 points lower.
• Streetwise +d4
• Survival +d2
• Targeting +d4
• Languages: English, Myrgoi, Putty, Spanish
NEEDLENOSE (GROWN)
Subjected to one of Lord Zedd’s special alien
PERKS alchemy growth grenades, Needlenose becomes a
Draw!: Needlenose has spent enough time in the massive spiny beast of dedicated destruction.
Wild West as a general outlaw that he has really THREAT LEVEL: 9
leaned in on the gunfighter culture – even if he isn’t
using hip shooters. He always has Edge on Initiative SIZE: Large HEALTH: 7
rolls, and gains a 1 bonus on his Attacks on the MOVEMENT: 35ft Ground
first round of a Combat scene. STRENGTH: 8 SPEED: 7
SMARTS: 5 SOCIAL: 4
ATTACKS
TOUGHNESS: 18 EVASION: 17
Cactus Grenades (Athletics): +d4, Range 30ft/45ft WILLPOWER: 15 CLEVERNESS: 14
(1 Sharp damage)
Alternate Effects: Target is Stunned and SKILLS
Immobilized until the end of their next turn • Alertness +d6 • Might +d6
Hands: 1 • Animal Handling +d2 • Streetwise +d4
Traits: Area of Effect (20ft × 20ft), Consumable, • Athletics +d6 • Survival +d2
Sharp • Culture +d2 • Targeting +d6
• Deception +d2 • Languages: English, Myrgoi,
Paralytic Needles (Targeting): +d4, Range
• Infiltration +d4 Putty, Spanish
30ft/60ft (1 Poison damage)
• Initiative +d6
Alternate Effects: Multiple Attacks (2, 1), Target is
• Intimidation +d4

178
THREATS
5
PERKS EQUIPMENT
Draw!: Needlenose has spent enough time in the Other: Cactus Grenades ×8
Wild West as a general outlaw that he has really
leaned in on the gunfighter culture – even if he isn’t HANG-UPS
using hip shooters. He always has Edge on Initiative Herbanoid: Needlenose is a plant-based mutant
rolls and gains a 1 bonus on his Attacks on the being, and is susceptible to a variety of substances
first round of a Combat scene. and stimuli designed to harm plant life. Against any
of these substances, Needlenose’s Defenses are
ATTACKS considered 2 points lower.
Cactus Grenades (Athletics): +d6, Range 60ft/100ft
(3 Sharp damage)
Alternate Effects: Target gains the Stunned and
Immobilized Conditions until the end of their
next turn
Hands: 1
Traits: Area of Effect (40ft × 40ft), Consumable,
Sharp
Paralytic Needles (Targeting): +d6, Range
50ft/100ft (3 Poison damage)
Alternate Effects: Multiple Attacks (2, 1), Target
gains the Stunned and Immobilized
Conditions until the end of their next turn
Hands: 1
Traits: Integrated, Poison
Spiny Punches (Might): +d6, Reach (2 Blunt or 2
Sharp damage)
Hands: 1
Traits: Blunt, Sharp, Silent

POWERS
Covered in Spines (Special): Every
time Needlenose is hit by a melee Attack, roll
1d6. If the result is equal to or less than the
damage suffered in the Attack, the attacker
automatically suffers 2 Sharp damage
from thickened spines that
cover his body.

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POWER RANGERS ROLEPLAYING GAME

RABBITCON (NORMAL)
“I saved the best for last!”

Unlike any rabbit found on this timeline’s Earth, POWERS


Rabbitcon is a mutant beast that happily served under
Ransik in his criminal empire. He doesn’t necessarily Mutagenic Seal Patch (1/scene): When reduced
have any real loyalty to his boss, but when the prospect to 1 or 0 Health, Rabbitcon is Defeated. At the
of a good score is on the table – anyone will do! beginning of the next round, he becomes Rabbitcon
(Grown), rolling a new place in the Initiative order
THREAT LEVEL: 7 but continuing the same Combat scene.
SIZE: Large HEALTH: 8 Nuts and Bolts (1/scene; Standard): By scattering
MOVEMENT: 45ft Ground a handful of charged spare parts upon the ground
STRENGTH: 3 SPEED: 8 around him, Rabbitcon fills all empty spaces within a
SMARTS: 4 SOCIAL: 5 10ft ×10ft area within 30ft of him with Cyclobots.
TOUGHNESS: 13 EVASION: 18 Whip-Bash (Special; Standard): If Rabbitcon
WILLPOWER: 14 CLEVERNESS: 15 starts his turn with someone currently Grappled by
his Electrical Laser Whip, he can physically move
SKILLS them to any unoccupied space within the weapon’s
Reach, inflict 2 Blunt damage upon them, and
• Acrobatics +d4
choose to exchange the Grappled condition with
• Alertness +d4
the Prone condition.
• Animal Handling +d2
• Athletics +d4 EQUIPMENT
• Conditioning +1
Weapons: Electrical Laser Whip
• Culture +d2
• Deception +d2 Other: Cyclobot Summoning Parts, Wrist
• Finesse (Whips) +d4* Communicator
• Initiative +d2
HANG-UPS
• Persuasion +d2
• Streetwise +d4 Glass Jaw: Rabbitcon is oddly vulnerable to being
• Targeting +d4 concussed, and any Attacks that inflict Stun or can
• Technology +d2 inflict the Stunned condition gain Edge against him.
• Languages: English, German, Horathi

PERKS RABBITCON (GROWN)


Mutant Leaps: Rabbitcon has the mutant ability to Unchained from the Seal Patch keeping his mutant
leap three times any distances rolled for jumping, DNA in check, Rabbitcon explodes upward into a
and gains 1 on any melee Attacks if they jump to gigantic version of himself – ready to pounce and
within 5ft of the target on the same turn. crush his foes beneath his mighty attacks.

ATTACKS THREAT LEVEL: 9


SIZE: Towering HEALTH: 10
Claws (Finesse): +d4, Reach (1 Sharp damage)
MOVEMENT: 45ft Ground
Hands: 1
Traits: Sharp, Silent STRENGTH: 6 SPEED: 9
SMARTS: 4 SOCIAL: 5
Electrical Laser Whip (Finesse): +d4*, Reach 15ft (1
TOUGHNESS: 16 EVASION: 19
Electric damage)
WILLPOWER: 14 CLEVERNESS: 15
Alternate Effects: Grapple (1)
Hands: 1
Traits: Electric, Grapple, Sidearm
Eye Laser (Targeting): +d4, Range 30ft/60ft (1 Laser
damage)
Alternate Effects: Multiple Targets (2, 1)
Hands: 0
Traits: Laser

180
THREATS
5
SKILLS Whip-Bash (Special; Standard): If Rabbitcon
starts his turn with someone currently Grappled by
• Acrobatics +d4 his Electrical Laser Whip, he can physically move
• Alertness +d4 them to any unoccupied space within the weapon’s
• Animal Handling +d2 Reach, inflict 5 Blunt damage upon them, and choose
• Athletics +d4 to exchange the Grappled condition with the Prone
• Conditioning +1 Condition.
• Culture +d2
• Deception +d2 EQUIPMENT
• Finesse (Whips) +d4* Weapons: Electrical Laser Whip
• Initiative +d2
Other: Wrist Communicator
• Might +d6
• Persuasion +d2 HANG-UPS
• Streetwise +d4
• Targeting +d6 Glass Jaw: Rabbitcon is oddly vulnerable to being
concussed, and any Attacks that inflict Stun or can
• Technology +d2
inflict the Stunned condition gain Edge against him.
• Languages: English, German, Horathi

PERKS
Mutant Leaps: Rabbitcon has the mutant ability to
leap three times any distances rolled for jumping,
and gains 1 on any melee Attacks if they jump to
within 15ft of the target on the same turn.

ATTACKS
Claws (Finesse): +d4, Reach (3
Sharp damage)
Hands: 1
Traits: Sharp, Silent
Electrical Laser Whip
(Finesse): +d4*, Reach 45ft (3
Electric damage)
Alternate Effects: Grapple (1)
Hands: 1
Traits: Electric, Grapple, Sidearm
Eye Beams (Targeting): +d6, Range
60ft/150ft (3 Laser damage)
Alternate Effects: Multiple Attacks
(2, 1)
Hands: 0
Traits: Laser

POWERS
Leaping Smash (1/scene; Standard and
Move): Rabbitcon leaps high into the air,
landing anywhere within 100ft and inflicting
2 Blunt damage to every target within 10ft
of the landing point.

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POWER RANGERS ROLEPLAYING GAME
ATTACKS
REDEYE Cyber-Sword (Finesse): +d4, Reach (1 Sharp
damage)
“Scared? Good. That means I’m doing it right.” Alternate Effects: 2 Sharp damage (1)
Hands: 1
Traits: Sharp, Silent
Energy Impulses (Targeting): +d4, Range 30ft/80ft
(1 Energy damage)
Alternate Effects: Multiple Targets (2;
1)
Hands: 0
Traits: Energy
Unarmed Strike (Finesse):
+d4, Reach (1 Stun)
Alternate Effects: 1 Blunt
One of Ransik’s most insidious damage (1)
and cruel mutant cohorts, Redeye is a Hands: 1
sadistic swordswoman that goes out of
Traits: Blunt,
her way to hurt the innocent, the weak,
Silent, Stun
and anyone that cannot normally defend
themselves. POWERS
THREAT LEVEL: 6
Energy Pulse (1/scene;
SIZE: Large HEALTH: 8 Standard): Redeye releases
MOVEMENT: 45ft Ground a storm of tiny energy bolts,
STRENGTH: 5 SPEED: 7 attacking all targets in a 30ft ×
SMARTS: 4 SOCIAL: 4 30ft area within 80ft of her with
a 1 bonus.
TOUGHNESS: 17 EVASION: 17
WILLPOWER: 14 CLEVERNESS: 14 EQUIPMENT
SKILLS Weapons: Cyber-Sword
• Alertness +d4 Armor: Armored Skinsuit (+2 deflective to
• Athletics +d2 Toughness)
• Conditioning +2 Other: Translation Augmetics
• Culture +d2
• Deception +d4 HANG-UPS
• Driving +d2 Big Bully: Redeye enjoys picking on people
• Finesse +d4 smaller than herself, including children.
• Infiltration +d2 This means that she goes out of her way
• Initiative +d2 to use her actions to Attack or harangue
• Intimidation +d4 targets that are physically smallest, have
• Persuasion +d2 the lowest current Health, or otherwise
• Streetwise +d4 vulnerable when in a scene with
• Targeting +d4 multiple targets.
• Technology +d2
• Languages: Translation
Augmetics grant Fluency in all
known Languages

PERKS
Opportunistic Meanie: When Redeye Attacks with
her Cyber-Sword, she automatically gets to make an
additional Attack at any Impaired or Prone targets
within Reach.

182
THREATS
5
SAW BOT GENERATION 15
Little more than a war bot designed by the Venjix
Virus to cut a swathe of destruction across the
wasteland outside Corinth, Saw Bot Generation 15
is a honed machine covered in sharp edges, moving
parts, and blades attached to mechanical force. As a
dedicated attack bot, it gets the job done.
THREAT LEVEL: 8
SIZE: Large HEALTH: 10
MOVEMENT: 35ft Ground
STRENGTH: 7 SPEED: 5
SMARTS: 6 SOCIAL: 4
TOUGHNESS: 21 EVASION: 15
WILLPOWER: 16 CLEVERNESS: 14

SKILLS
• Acrobatics +d4
• Alertness +d4
• Conditioning +2
• Initiative +d6
• Intimidation +d4
• Might +d6
• Performance +d4
• Science +d4
• Streetwise +d4
• Technology +d4
• Languages: Translation Program grants Fluency in
all known Languages, but does not speak
Sawblade (Might): +d6, Reach ×2 (2 Sharp damage)
PERKS Alternate Effects: Multiple Targets (2, 1)
Covered in Sharp Edges: Every time Saw Bot is hit Hands: 1
by a melee Attack, roll 1d6. If the result is equal to Traits: Integrated, Sharp
or less than the damage suffered in the Attack, the
attacker automatically suffers 1 Sharp damage from POWERS
the blades and saw teeth that cover his body.
Technopathy (Standard): Using the infectious
Scanners: Equipped with extensive defensive nature of the Venjix Virus, Saw Bot can cause other
strategic scanners, Saw Bot never suffers Snag machines to function as part of the VCN, gaining
when attacking a target. Edge in their use.
Venjix Virus Bot Host: The Saw Bot is designed to
EQUIPMENT
host a copy of and programmed to serve the ultra-
advanced Venjix Virus until it cannot physically do Armor: Reinforced Body (+4 plating to Toughness)
so any longer. It is immune to Poison, Psychic, and Other: Internal Translation Program
Stun damage, cannot suffer the Poisoned or Stunned
conditions. HANG-UPS
ATTACKS Just an Advanced Drone: The Venjix Virus is, at its
core, a sentient computer program with advanced
Punches (Might): +d6, Reach (1 Blunt damage) problem-solving that tells it to abandon certain
Alternate Effects: Maneuver (1) situations if they are ultimately untenable. At the
Hands: 1 beginning of this creature’s turn, roll 1d4. If the result
is higher than its current remaining Health, the virus
Traits: Blunt, Silent
puts the bot into shutdown protocols, diagnosing
that the end of its existence is near. It suffers Snag
on all Skill Tests for the remainder of the scene.

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POWER RANGERS ROLEPLAYING GAME

SEVERAX (NORMAL)
“Oh, he’ll pay alright!”

THREAT LEVEL: 8 POWERS


SIZE: Large HEALTH: 8
MOVEMENT: 35ft Ground Mutagenic Seal Patch (1/scene): When reduced
STRENGTH: 8 SPEED: 6 to 1 or 0 Health, Severax is Defeated. At the
SMARTS: 6 SOCIAL: 5 beginning of the next round, he becomes Severax
TOUGHNESS: 20 EVASION: 16 (Grown), rolling a new place in the Initiative order
WILLPOWER: 16 CLEVERNESS: 15 but continuing the same Combat scene.
Weapon Malleability (3/scene; Standard):
SKILLS Severax can, with a small amount of concentration,
• Alertness +d4 turn one or both of his hands/forearms into any
• Animal Handling +d2 non-Power weapon – even projectile weapons!
• Athletics +d2 Melee weapons simply act like they should, but all
• Brawn +d6 projectile weapon damages are replaced by the
• Culture +d4 Energy type to represent his inner self generating
• Deception +d2 what the weapon fires, rather than a solid or
elemental projectile. The Attacks above are simply
• Driving +d2
common examples of what he can use.
• Initiative +d4
• Intimidation +d2 EQUIPMENT
• Might +d6
Weapons: Whatever he needs.
• Persuasion +d2
• Streetwise +d4 Armor: Medium Armor (+3 plating to Toughness)
• Targeting +d6 Other: Universal Communicator
• Technology (Weapons) +d4*
• Languages: Universal Communicator allows for HANG-UPS
speech/translation from all spacefaring languages Violent Tendencies: Severax is kind of a brute, and
generally resorts to fighting to solve most of his
PERKS problems. If he Fumbles on any Smarts or Social-
Weapon Expert: Due to a lifetime of using his based Skill Test, he follows it up with a violent
mutagenic weapons, Severax is Specialized in all reaction toward the target of that Skill Test, albeit
Attack Skill Tests. with a 1 frustration modifier.
ATTACKS
SEVERAX (GROWN)
Axe Blade (Might): +d6*, Reach (1 Sharp damage)
Becoming a giant living weapon due to the release
Hands: 1
of his unstable DNA, Severax can stand against any
Traits: Integrated, Medium, Sharp and all enemies now that he has mutated to his new
Blaster (Targeting): +d6*, Range 40ft/80ft (1 Energy and massive form.
damage) THREAT LEVEL: 10
Hands: 1
SIZE: Towering HEALTH: 10
Traits: Ballistic, Energy, Integrated, Sidearm
MOVEMENT: 35ft Ground
Hammer Fist (Might): +d6*, Reach (1 Blunt damage)
STRENGTH: 10 SPEED: 8
Hands: 1
SMARTS: 6 SOCIAL: 5
Traits: Blunt, Integrated, Medium
TOUGHNESS: 22 EVASION: 18
Shotgun (Targeting): +d6*, Range 30ft/75ft (1 Sharp WILLPOWER: 16 CLEVERNESS: 15
damage)
Hands: 1
Traits: Area of Effect (10ft × 10ft), Ballistic,
Integrated, Sharp

184
THREATS
5
SKILLS
• Alertness +d4
• Animal Handling +d2
• Athletics +d2
• Brawn +d6
• Culture +d4
• Deception +d2
• Driving +d2
• Initiative +d6
• Intimidation +d2
• Might +d10
• Persuasion +d2
• Streetwise +d4
• Targeting +d8
• Technology (Weapons) +d4*
• Languages: Universal Communicator allows for
speech/translation from all spacefaring languages

PERKS
Massive Momentum: Severax’s larger size allows
for him to put more weight behind certain kinds of
Attacks, gaining Armor-Piercing to all his Attacks
that inflict Sharp damage.
Weapon Expert: Due to a lifetime of using his
mutagenic weapons, Severax is Specialized in all
Attack Skill Tests.

ATTACKS
Hooked Blade (Might): +d10*, Reach (3 Sharp
damage)
Hands: 1
Traits: Armor-Piercing, Integrated, Medium, Sharp
Laser Carbine (Targeting): +d8*, Range 80ft/180ft
(3 Energy damage)
Hands: 1
Traits: Energy, Integrated, Sidearm
Mace (Might): +d10*, Reach (3 Blunt damage)
Hands: 1
Traits: Blunt, Integrated, Medium
Stun-Sap (Might): +d10*, Reach (3 Stun)
Hands: 1 EQUIPMENT
Traits: Integrated, Sidearm, Stun
Weapons: Whatever he needs
POWERS Armor: Medium Armor (+3 plating to Toughness)
Weapon Malleability (3/scene; Standard): Other: Universal Communicator
Severax can, with a small amount of concentration,
turn one or both of his hands/forearms into any HANG-UPS
non-Power weapon – even projectile weapons! Violent Tendencies: Severax is a brute and
Melee weapons simply act like they should, but all generally resorts to fighting to solve most of his
projectile weapon damages are replaced by the problems. If he Fumbles on any Smarts or Social-
Energy type to represent his inner self generating based Skill Test, he follows it up with a violent
what the weapon fires, rather than a solid or reaction toward the target of that Skill Test, albeit
elemental projectile. The Attacks above are common
with a 1 frustration modifier.
examples of what he can use.

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POWER RANGERS ROLEPLAYING GAME

TENTACLAW (NORMAL) “Anything for you, boss!”

A ruthless mutant creature and its crustacean-based Traits: Area of Effect (15ft × 15ft), Consumable, Energy
bionic power armor, Tentaclaw serves Nadira’s criminal
Pincers (Might): +d4, Reach (1 Sharp damage)
desires. Tentaclaw itself is a small, levitational alien
mutant that pilots a much larger and fearsome piece Alternate Effects: Grapple
of equipment – of which can be triggered to become a Hands: 1
siege engine of great power and stature. Traits: Grapple, Sharp
Special: May only use this Attack when Grappling
THREAT LEVEL: 10
SIZE: Large HEALTH: 12 fewer than three targets
MOVEMENT: 35ft Ground, 30ft Aquatic, 15ft Aerial Tentacles (Might): +d4, Reach ×2 (1 Blunt damage)
(when detached) Alternate Effects: Grapple
STRENGTH: 7 SPEED: 7 Hands: 1
SMARTS: 8 SOCIAL: 4
Traits: Blunt, Grapple, Sidearm
TOUGHNESS: 19 EVASION: 17
WILLPOWER: 18 CLEVERNESS: 14 Special: May only use this Attack when Grappling
fewer than three targets
SKILLS
Tentacle Surge (Targeting): +d2, Range 30ft/75ft (2
• Alertness +d4 Energy damage)
• Animal Handling +d2
Hands: 0
• Athletics +d4
Traits: Energy, Sidearm
• Brawn +d2
• Conditioning +2 POWERS
• Culture +d2
• Deception +d2 Body Separation (Standard): Tentaclaw can
• Driving (Bio-Armor) +d6* activate his anti-gravity node and detach himself
• Initiative +d4 from the pilot section of the Bio-Armor. When he
• Intimidation +d2 does, he removes 3 Health, or fewer if the body
• Might +d4 is at 2 or fewer, from the primary Tentaclaw body
• Science +d4 and becomes an independently acting Small sized
• Streetwise +d4 creature with 3 Health. If this reduction in Health
• Targeting +d2 brings the primary statistics to 1 or 0 Health,
• Technology (Biotech) +d4* the Mutagenic Seal Patch power is activated
• Languages: Translation Node is fluent in most automatically.
known spacefaring Languages
Bombstorm (1/scene; Standard): Using its many
PERKS tentacles to hurl them, Tentaclaw makes up to three
simultaneous Blaster Bomb Toss Attacks. The Areas
Bio-Armor Pilot: While piloting the Bio-Armor, of Effect from these Attacks may not overlap.
Tentaclaw uses his Driving Skill for all Attack rolls.
When detached, the armor reverts to any other Mutagenic Seal Patch (1/scene): When reduced
listed Attack Skills as normal. to 1 or 0 Health, Tentaclaw is Defeated. At the
Crushing Grip: Tentaclaw’s giant pincers and tentacles beginning of the next round, he becomes Tentaclaw
are perfect for Grappling, allowing him to Grapple up (Grown), and the Body Separation Power activates,
to three targets at least one Size smaller than he is, rolling new places in the Initiative order for each, but
and imposing Snag on all attempts to escape him. continuing the same Combat scene.
Additionally, anyone starting their turn Grappled by
Tentaclaw automatically suffers 1 Blunt damage. EQUIPMENT
Reconstruction: If the detached pilot creature Armor: Tentaclaw Bio-Armor (+2 plating to Toughness)
of Tentaclaw manages to escape the scene, he
Other: Anti-Gravity Node (Detached Only), Blaster
rebuilds a new, fully functional Bio-Armor power suit
Bombs ×6, Translation Node
in 2d2 days.
ATTACKS HANG-UPS
Blaster Bomb Toss (Athletics): +d4, Range I’m Out of Here!: When Tentaclaw is separated from
his Bio-Armor, he tries to make his escape on each
40ft/80ft (2 Energy damage)
of his turns, but may perform certain actions to help
Hands: 1 stymie or hold up any pursuers!

186
THREATS
5
TENTACLAW (GROWN) Traits: Blunt, Grapple, Sidearm
The Tentaclaw pilot mutant leaves his bio-armor Special: May only use this Attack when Grappling
power suit running on a form of living autopilot, fewer than three targets
growing to an immense size and continuing its
instinctual mission directives of destruction, Tentacle Surge (Targeting): +d8, Range 60ft/150ft
mayhem, and chaos! (3 Energy damage)
Hands: 0
THREAT LEVEL: 11
Traits: Energy, Sidearm
SIZE: Towering HEALTH: 15
MOVEMENT: 35ft Ground, 30ft Aquatic POWERS
STRENGTH: 12 SPEED: 6
SMARTS: 7 SOCIAL: 3 Bombstorm (1/scene; Standard): Using its many
TOUGHNESS: 19 EVASION: 16 tentacles to hurl them, Tentaclaw makes up to three
WILLPOWER: 17 CLEVERNESS: 14 simultaneous Blaster Bomb Toss Attacks. The Areas
of Effect from these Attacks may not overlap.
SKILLS
Claw Charge (1/scene; Standard and Move):
• Alertness +d8 Tentaclaw makes a normal Move action and makes
• Animal Handling +d4 a single Pincers Attack against each enemy targets
• Athletics +d6 within his Reach during that Move. Each Pincers
• Brawn +d6
Attack suffers 1.
• Conditioning +4
• Initiative +d4 EQUIPMENT
• Intimidation +d4
• Might +d8 Armor: Tentaclaw Bio-Armor (+2 plating to Toughness)
• Performance +d2 Other: Blaster Bombs x6
• Survival +d6
• Targeting +d8
• Languages: Understands most spacefaring
languages, but speaks none
PERKS
Crushing Grip: Tentaclaw’s giant pincers and tentacles
are perfect for Grappling, allowing him to Grapple up
to three targets at least one Size smaller than he is,
and imposing Snag on all attempts to escape him.
Additionally, anyone starting their turn Grappled by
Tentaclaw automatically suffers 2 Blunt damage.
Reconstruction: If the detached pilot creature
of Tentaclaw manages to escape the scene, he
rebuilds a new, fully functional Bio-Armor power suit
in 2d2 days.
ATTACKS
Blaster Bomb Toss (Athletics): +d6, Range
80ft/160ft (3 Energy damage)
Hands: 1
Traits: Area of Effect (30ft × 30ft), Consumable,
Energy
Pincers (Might): +d8, Reach (3 Sharp damage)
Alternate Effects: Grapple
Hands: 1
Traits: Grapple, Sharp
Special: May only use this Attack when Grappling
fewer than three targets
Tentacles (Might): +d8, Reach ×2 (3 Blunt damage)
Alternate Effects: Grapple
Hands: 1

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TURTLECON (NORMAL)
“Let’s see how YOU like it!”

HANG-UPS understand their strengths, weaknesses, and


other important tactical information. This results
Single-Minded: While Tentaclaw is just the in Turtlecon being able to adjust and use its
instinctually acting Bio-Armor, it does not change surroundings to its advantage, but also allows it to
its methods quickly. Once it attempts an action, use its Mirror Maker Power on those he has studied.
it continues to attempt that same action until it
manages to succeed at least once. Then it may ATTACKS
change its activity.
Gem Blast (Targeting): +d6, Range 40ft/80ft (2
One of the most scholarly and scientifically minded
Energy damage)
mutants in Nadira’s employ, Turtlecon is a mutant
that lives within a technologically-devised robotic Alternate Effects: Target gains the Stunned
shell – keeping his fluctuating, interdimensional Condition until the end of their next turn.
existence in check! Through a multi-faceted crystal Hands: 1
port on the shell, this evil genius can actually open Traits: Energy, Integrated
up and tap into alternate dimensions.
Reinforced Strike (Might): +d4, Reach (2 Blunt
THREAT LEVEL: 12 damage)
SIZE: Large HEALTH: 13 Hands: 1
MOVEMENT: 25ft Ground Traits: Blunt, Silent
STRENGTH: 7 SPEED: 6 POWERS
SMARTS: 12 SOCIAL: 5
Mirror Maker (Special; Standard): Once per
TOUGHNESS: 21 EVASION: 16
individual target in a scene, but up to six targets
WILLPOWER: 22 CLEVERNESS: 15
at once, Turtlecon can try to create a shadowy,
SKILLS alternate dimension mirror version of that target with
a successful Technology (Interdimensional) Attack
• Alertness +d2 roll against that target’s Cleverness Defense. If it fails,
• Athletics +d2 that target is immune to this Power for the remainder
• Brawn +d2 of the scene. If successful, a Mirror Version of the
• Conditioning +1 target appears within 30ft of the target. See the text
• Culture +d2 callout for how to deal with the Mirror Versions.
• Deception +d6 Mutagenic Seal Patch (1/scene): When reduced to
• Driving +d2 1 or 0 Health, Turtlecon is Defeated. At the beginning
• Initiative +d2 of the next round, he becomes Turtlecon (Grown), and
• Intimidation +d4 the Body Separation Power activates automatically,
• Might +d4 rolling new places in the Initiative order for each, but
• Persuasion +d4 continuing the same Combat scene.
• Science (Continuum Theory) +d8* Storm Surges (Standard): Turtlecon opens
• Targeting +d6 up miniature rifts in the sky and drops blue,
• Technology (Interdimensional) +d8* interdimensional lightning onto up to two targets
• Languages: Translation Augmetics grant Fluency in within 60ft of it. This Attacks them with the Science
all known Languages Skill that ignores armor bonuses of any kind,
inflicting 2 Electric damage upon a success.
PERKS
Teleportation (3/scene; Move): Turtlecon can tap
Sealed Tech-Shell: Turtlecon’s Tech-Shell is fully into his interdimensional self and can physically
sealed to maintain the protection of his powerfully teleport up to 300ft to an unoccupied space it
unstable interdimensional energies. He does not can see. Alternately, this can be used when he is
need to breathe, is immune to Poison damage, is Defeated to retreat from a scene.
Resistant to Energy damage, and cannot suffer from
Asleep or Poisoned Conditions. EQUIPMENT
Tactical Mind: Turtlecon needs only to witness an Armor: Armored Tech-Shell (+4 plating to Toughness)
enemy for at least one Move action to completely
Other: Internal Translation Augmetics

188
THREATS
5

HANG-UPS STRENGTH: 11 SPEED: 8


SMARTS: 12 SOCIAL: 5
Too Many Options All at Once: Being constantly
bombarded with information and options from TOUGHNESS: 25 EVASION: 18
multiple dimensions at once can be very distracting. WILLPOWER: 22 CLEVERNESS: 15
Turtlecon Fumbles on a d20 result of 2 and 1.
SKILLS
• Alertness +d2
TURTLECON (GROWN) • Athletics +d2
• Brawn +d2
Enlarged by a combination of rampant mutation as • Conditioning +3
well as interdimensional fluidity, Turtlecon and his • Culture +d2
robotic armor shell are now a titan of destruction
• Deception +d6
and a living gate between worlds.
• Driving +d2
THREAT LEVEL: 15 • Initiative +d4
SIZE: Towering HEALTH: 16 • Intimidation +d4
MOVEMENT: 35ft Ground • Might +d8
• Persuasion +d4

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• Science (Continuum Theory) +d8* EQUIPMENT
• Targeting +d8
Armor: Armored Tech-Shell (+4 plating to Toughness)
• Technology (Interdimensional) +d8*
• Languages: Translation Augmetics grant Fluency in Other: Internal Translation Augmetics
all known Languages
HANG-UPS
PERKS Too Many Options All at Once: Being constantly
Sealed Tech-Shell: Turtlecon’s Tech-Shell is fully bombarded with information and options from
sealed to maintain the protection of his powerfully multiple dimensions at once can be very distracting.
unstable interdimensional energies. He does not Turtlecon can potentially Fumble on a d20 result
need to breathe, are immune to Poison damage, of 2 and 1.
Resistant to Energy damage, and cannot suffer from Too… Much… Flux: Enlarging himself made
the Asleep or Poisoned conditions. Turtlecon more powerful and grew his unstable
Tactical Mind: Turtlecon needs only to witness an energy connections. Anytime Turtlecon suffers
enemy for at least one Move action to completely a Fumble, the GM should roll a 1d8 on Table 4-8:
understand their strengths, weaknesses, and Continuum Anomalies (see page 113).
other important tactical information. This results
in Turtlecon being able to adjust and use its
surroundings to its advantage, but also allows it to
use its Mirror Maker Power on those he has studied. MIRROR VERSIONS
ATTACKS The dark mirror versions of creatures and
Gem Blast (Targeting): +d8, Range 80ft/120ft (4 machines that Turtlecon can create with his
Energy damage) internal dimensional rifts are far weaker than
Alternate Effects: Target gains the Stunned the targets’ themselves, but they are still
Condition until the end of their next turn. potentially powerful enemies. These Mirror
Hands: 1 Versions use the following rules:
Traits: Energy, Integrated
Reinforced Strike (Might): +d8, Reach (4 Blunt
• They have the exact same Essence Scores,
damage) Skills, Perks, and Powers as the target
Hands: 1 • They have half, rounded up, their normal
Traits: Blunt, Silent amount of Health
POWERS • They have half, rounded up, their normal
Mirror Maker (Special; Standard): Once per amount of character-based expendable
individual target in a scene, but up to six targets resources: Personal Power, Quips and
at once, Turtlecon can try to create a shadowy, Speeches, Idea Points, and other resources.
alternate dimension mirror version of that target
• They automatically vanish when reaching
with a successful Technology (Interdimensional)
Attack roll against that target’s Cleverness Defense. 0 Health
If it fails, that target is immune to this Power for
the remainder of the scene. If successful, a Mirror
Version of the target appears within 30ft of the
target. See the text callout for how to deal with the
Mirror Versions.
Storm Blast (Standard): Turtlecon opens rift in the
sky and drops a cluster of blue, interdimensional
lightning strikes onto a target within 100ft of it. This
is an Attack using the Science Skill that ignores
armor bonuses of any kind, inflicting 5 Electric
damage upon a success.
Teleportation (1/scene; Move): Turtlecon can tap
into his own interdimensional self and can physically
teleport up to 300ft to an unoccupied space it
can see. Alternately, this can be used when he is
Defeated to retreat from a scene.

190
THREATS
5
UNIVOLT
“Let’s show these rude Rangers just who
they’re dealing with.”

An old comrade of Frax’s that was incarcerated in


the X-Vault, Univolt is a mutant hitman that relies
on a high-tech weapon and armor suite to take
down his, or his employer’s, enemies. He is a wary
opportunist, but displays a bevy of different fighting
styles and potential.
THREAT LEVEL: 9
SIZE: Large HEALTH: 10
MOVEMENT: 35ft Ground
STRENGTH: 6 SPEED: 6
SMARTS: 6 SOCIAL: 6
TOUGHNESS: 19 EVASION: 16
WILLPOWER: 16 CLEVERNESS: 16

SKILLS
• Alertness +d4
• Athletics +d2
• Brawn +d2
• Culture +d4
• Conditioning +1
• Deception +d4 Traits: Accurate (1), Electric, Energy, Medium,
• Driving +d2 Reload
• Initiative +d4 Unarmed Strike (Might): +d4, Reach (1 Stun)
• Intimidation +d2 Alternate Effects: 1 Blunt (1), Multiple Attacks (2,
• Might +d4
1)
• Persuasion +d2
Hands: 1
• Streetwise +d6
Traits: Blunt, Silent, Stun
• Survival +d2
• Targeting +d6 POWERS
• Technology +d2
Energy Blast (1/scene; Standard): Univolt makes a
• Languages: Understands many spacefaring
single Targeting Skill Test against a target’s Evasion
languages; speaks in grunts and single
Defense, inflicting 2 Energy damage if successful,
syllable emotes
with a Critical Effect of giving the target the Blinded
PERKS Condition for 1d2 turns.

Insulated Body: Univolt is immune to the Electric EQUIPMENT


and Electromagnetic damage types and any effects
Weapons: Bio-Link Shotgun
from Attacks that cause them.
Armor: Durable Armor (+3 plating to Toughness)
Student of Many Arts: Univolt has studied many
forms of alien hand-to-hand fighting, giving him HANG-UPS
a variety of Attacks to use. His Unarmed Strikes
enjoys Edge. Skilled, Not Stupid: Univolt prefers to attack when
the situation is right and doesn’t stick around when
ATTACKS things turn against him. If Univolt begins his turn
with 3 or fewer Health, he begins to make a fighting
Bio-Link Shotgun (Targeting): +d6, Range 25ft/70ft
withdrawal unless he can flee!
(2 Electric or 2 Energy damage)
Alternate Effects: Area of Effect (10ft × 10ft; 1)
Hands: 1

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POWER RANGERS ROLEPLAYING GAME

VENOMARK (NORMAL) “Relax, Ranger. It’ll


only hurt forever!”

One of the cryogenically incarcerated mutant Serrated Sword (Might): +d4, Reach (1 Sharp damage)
criminals released by Frax to aid in his conquering Alternate Effects: Target gains the Impaired
of the past, Venomark is a monstrous mutant filled Condition for 1d2 rounds.
with poisons and toxins; one of which was used to Hands: 1
permanently cripple his eons-old rival, Ransik!
Traits: Armor Piercing, Sharp, Sidearm
THREAT LEVEL: 9
Venomous Bite (Might): +d4*, Reach (1 Poison damage)
SIZE: Large HEALTH: 9 Alternate Effects: Adds Poisoned Condition to
MOVEMENT: 60ft Ground target hit until the end of their next turn (1)
STRENGTH: 9 SPEED: 5 Hands: 0
SMARTS: 6 SOCIAL: 4 Traits: Poison, Silent
TOUGHNESS: 19 EVASION: 15
WILLPOWER: 16 CLEVERNESS: 14
POWERS
Mutagenic Seal Patch (1/scene): When reduced
SKILLS to 1 or 0 Health, Venomark is Defeated. At the
• Alertness +d2 beginning of the next round, he becomes Venomark
• Animal Handling +d2 (Grown), rolling a new place in the Initiative order
• Athletics +d4 but continuing the same Combat scene.
• Brawn +d4
Summon Weaponry (Free): Venomark can manifest
• Culture +d2
his weaponry from a nearby dimensional pocket,
• Deception +d2
calling any of his weapons or equipment to his hands.
• Driving +d4
• Infiltration +d2 Ultraviolet Blast (2/scene; Standard): When
• Initiative +d2 wielding his Serrated Sword, Venomark can project
• Intimidation +d4 beams of ultraviolet energy. This changes the Skill
• Might (Bite) +d4* used to Attack with the Serrated Sword to Targeting,
• Science (Toxicology) +d4* increases its Range to 25ft/60ft, and inflicts 2
• Streetwise +d4 Energy damage.
• Targeting +d4
• Technology +d2 EQUIPMENT
• Languages: English, German, Japanese, Sirian Weapons: Blaster, Serrated Sword
PERKS Other: Blending Cloak (1 to Infiltration), Wrist
Immune to Poisons: Venomark is immune to Poison Communicator
damage and cannot suffer from the Poisoned condition.
HANG-UPS
Larger Than Life: Despite being not much larger
than a normal human, this being has a presence that Nemesis (Ransik): Venomark has a long and ugly
makes them seem even more imposing in battle. history with the crime lord Ransik. If he is involved
Narratively and visually, this creature is only of in a scene with Ransik, or someone openly acting
common size, but commands the same Reach and on behalf of Ransik, Venomark suffers 1 on all Skill
Map Footprint as a Large-sized being. Tests that are not targeting that individual.
Lasting Venom: Venomark’s bites are powerfully That’s Evil, Even to Me: Venomark is a nasty
toxic, and anything that earns the Poisoned piece of work, and his reputation for cruelty and
condition from his Attack adds the following effects monstrousness is legendary. This imposes a
to that instance of the condition: “The character 1 penalty to the Skill Tests of his allies for the
suffers 1 Strength Essence damage each hour until following round if they see him inflict Poison damage
the Poisoned Condition is removed.” on any target.
ATTACKS
VENOMARK (GROWN)
Blaster (Targeting): +d4, Range 40ft/80ft (1 Energy
damage) Once its mutant potential is revealed by the removal
Hands: 1 of its Seal Patch, Venomark grows to a tremendous
Traits: Ballistic, Energy, Sidearm size and becomes a much greater threat to
everyone and everything around it!

192
THREATS
5
THREAT LEVEL: 12
SIZE: Gigantic HEALTH: 14
MOVEMENT: 50ft Ground
STRENGTH: 12 SPEED: 7
SMARTS: 6 SOCIAL: 5
TOUGHNESS: 22 EVASION: 17
WILLPOWER: 16 CLEVERNESS: 15

SKILLS
• Alertness +d2
• Animal Handling +d2
• Athletics +d4
• Brawn +d4
• Conditioning +2
• Culture +d2
• Deception +d2
• Driving +d4
• Infiltration +d2
• Initiative +d4
• Intimidation +d4
• Might (Bite) +d6
• Performance +d2
• Science (Toxicology) +d4*
• Streetwise +d4
• Targeting +d6
• Technology +d2
• Languages: English, German, Japanese, Sirian

PERKS POWERS
Immune to Poisons: Venomark is immune to Toxic Spray (1/scene; Standard): Venomark
Poison damage and cannot suffer from the Poisoned belches out a 100ft long × 15ft wide stream of
condition. concentrated poison. He rolls a Targeting Skill Test
against everything in that line, inflicting 3 Poison
Lasting Venom: Venomark’s bites are powerfully damage to all struck and giving them the Poisoned
toxic, and anything that earns the Poisoned Condition until the end of their next turn.
condition from his Attack adds the following effects
to that instance of the condition: “The character Ultraviolet Blast (2/scene; Standard): When
suffers 1 Strength Essence damage each hour until wielding his Serrated Sword, Venomark can project
the Poisoned Condition is removed.” beams of ultraviolet energy. This changes the Skill
used to Attack with the Serrated Sword to Targeting,
ATTACKS increases its Range to 50ft/100ft, and inflicts 3
Energy damage.
Blaster (Targeting): +d6, Range 40ft/80ft (2 Energy
Mutant Durability (1/scene; Move): Venomark can
damage)
heal himself a small amount of damage by resting
Hands: 1
for just a moment, returning up to 5 lost Health.
Traits: Ballistic, Energy, Sidearm
Serrated Sword (Might): +d6, Reach (3 Sharp damage) EQUIPMENT
Alternate Effects: Target gains the Impaired Weapons: Blaster, Serrated Sword
Condition for 1d2 rounds.
Other: Blending Cloak (1 to Infiltration), Wrist
Hands: 1 Communicator
Traits: Armor Piercing, Sharp, Sidearm
Venomous Bite (Might): +d6*, Reach (2 Poison
HANG-UPS
damage) That’s Evil, Even to Me: Venomark is a nasty piece of
Alternate Effects: Adds Poisoned condition (1) work, and his reputation for cruelty and monstrousness
Hands: 0 is legendary. This imposes a 1 penalty to the Skill
Traits: Poison, Silent Tests of his allies for the following round if they see him
inflict Poison damage on any target.

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VEXICON (NORMAL)
“Well… let’s have a blast, shall we?”

A thuggish mutant fighter freed from cryo-freeze Sword-Laser (Targeting): +d4, Range 50ft/90ft (1
in the X-Vault by Frax, Vexicon is a dangerous and Laser damage)
unstable brute that is known for his terrible temper, Hands: 2
arrogance, and complete devoid of emotional Traits: Laser, Medium
connection to others. He hates Ransik for his part
in the mutants’ incarceration and waits to get his Sword (Might): +d4, Reach (1 Sharp damage)
eventual revenge. Hands: 1
THREAT LEVEL: 7 Traits: Sharp

SIZE: Large HEALTH: 7 POWERS


MOVEMENT: 40ft Ground
Fire Breath (2/scene; Standard; Targeting): Anti-
STRENGTH: 8 SPEED: 4 Armor; Area of Effect 30ft × 30ft square directly in
SMARTS: 4 SOCIAL: 4 front of Vexicon; 2 Fire damage.
TOUGHNESS: 20 EVASION: 14 Mutagenic Seal Patch (1/scene): When reduced
WILLPOWER: 14 CLEVERNESS: 14 to 1 or 0 Health, Vexicon is Defeated. At the
beginning of the next round, he becomes Vexicon
SKILLS (Grown), rolling a new place in the Initiative order,
• Alertness +d2 but continuing the same Combat scene.
• Animal Handling +d2
• Athletics +d4
EQUIPMENT
• Brawn +d4 (+d10) Weapons: Sword-Laser
• Culture +d2 Armor: Hardened Shell (+2 plating to Toughness)
• Deception +d2
• Initiative +d4 Other: Plasmatic Bombs ×6, Wrist Communicator
• Intimidation +d4 (+d10) HANG-UPS
• Might +d4
• Streetwise +d4 Nemesis (Ransik): Vexicon still holds a deep
• Survival +d2 grudge against Ransik. If he is involved in a scene
with Ransik, or someone openly acting on behalf of
• Targeting +d4
• Technology +d2 Ransik, Vexicon suffers 1 on all Skill Tests that are
• Languages: English, Sirian not targeting that individual.

PERKS
Mutant Strength: Vexicon has mutated strength
VEXICON (GROWN)
within his shelled body. This adds three Skill Ranks Triggered by the removal of the DNA Seal Patch,
to both Brawn and Intimidation. Vexicon has grown to massive heights and grew
equally in their propensity for causing havoc.
ATTACKS
THREAT LEVEL: 10
Chest Cannons (Targeting): +d4, Range 80ft/120ft
(2 Sharp damage) SIZE: Gigantic HEALTH: 12
Alternate Effects: Multiple Targets (3, 1) MOVEMENT: 40ft Ground
Hands: 0 STRENGTH: 10 SPEED: 6
Traits: Ballistic, Integrated, Sharp SMARTS: 6 SOCIAL: 4
Special: Using this Attack costs Vexicon 1 Health.
TOUGHNESS: 22 EVASION: 16
Plasmatic Bombs (Athletics): +d4, Range 30ft/45ft WILLPOWER: 16 CLEVERNESS: 14
(1 Fire damage)
Alternate Effects: Target gains the Stunned
Condition until the end of their next turn.
Hands: 1
Traits: Area of Effect (20ft × 20ft), Consumable, Fire

194
THREATS
5

SKILLS Alternate Effects: Target gains the Stunned


Condition until the end of their next turn.
• Alertness +d4
Hands: 1
• Animal Handling +d2
Traits: Area of Effect (20ft × 20ft), Consumable,
• Athletics +d4
• Brawn +d4 (+d10) Fire
• Conditioning +2 Sword-Laser (Targeting): +d6, Range 50ft/90ft (2
• Culture +d2 Laser damage)
• Deception +d2 Hands: 2
• Initiative +d6 Traits: Laser, Medium
• Intimidation +d4 (+d10)
Sword (Might): +d6, Reach (2 Sharp damage)
• Might +d4
• Streetwise +d4 Hands: 1
• Survival +d2 Traits: Sharp
• Targeting +d6
POWERS
• Technology +d4
• Languages: English, Sirian Fire Breath (2/scene; Standard; Targeting): Anti-
Armor; Area of Effect 60ft × 60ft square directly in
PERKS front of Vexicon; 4 Fire damage.
Mutant Strength: Vexicon has mutated strength EQUIPMENT
within his shelled body. This adds three Skill Ranks
to both Brawn and Intimidation. Weapons: Sword-Laser
Armor: Hardened Shell (+2 plating to Toughness)
ATTACKS
Other: Plasmatic Bombs ×6, Wrist Communicator
Chest Cannons (Targeting): +d6, Range 160ft/240ft
(3 Sharp damage) HANG-UPS
Alternate Effects: Multiple Targets (3, 1) Nemesis (Ransik): Vexicon still holds a deep
Hands: 0 grudge against Ransik. If he is involved in a scene
Traits: Ballistic, Integrated, Sharp with Ransik, or someone openly acting on behalf of
Special: Using this Attack costs Vexicon 1 Health. Ransik, Vexicon suffers 1 on all Skill Tests that are
Plasmatic Bombs (Athletics): +d4, Range 30ft/45ft not targeting that individual.
(1 Fire damage)

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POWER RANGERS ROLEPLAYING GAME
Lieutenants

FRAX (DR. LOUIS FERRICKS


CYBER-EVOLVED)
“One Megazord or ten, I’ll destroy them all!”

Originally a human robotics genius named Doctor Mutagenic Cyborg Body: Most of Frax’s synthetic
Louis Ferricks, the cyber-mutant being known body does not abide by the natural order of living
as Frax turned to a life of crime when he fell in creatures. He does not need to breathe, is immune
league with Ransik and his gang. While Ferricks to Poison damage, and cannot suffer from Asleep or
designed and perfected the Cyclobots, something Poisoned conditions.
he brought into his criminal life as Frax, his morally Unbridled Genius: Frax has a genius-level mind
gray expertise in genetic mutation, toxicology, altered and augmented with elements from a
and synthetics that makes him an indispensable quantum processing unit, meaning that it can
member of Ransik’s inner circle. In fact, without adapt and alter itself based on trillions of pieces
Frax’s Serum-X, Ransik would have succumbed of environmental and situational data in seconds.
to the metagenic venoms coursing through Any Skill that is used successfully targeting Frax in
him long ago. a given scene allows Frax to use that Skill for the
THREAT LEVEL: 12 remainder of the scene with a 1 bonus.
SIZE: Large HEALTH: 12
MOVEMENT: 35ft Ground
ATTACKS
STRENGTH: 6 SPEED: 7 Hand Blaster (Targeting): +d6, Range 40ft/80ft (1
SMARTS: 12 SOCIAL: 5 Energy damage)
Hands: 1
TOUGHNESS: 20 EVASION: 17
WILLPOWER: 22 CLEVERNESS: 15 Traits: Ballistic, Energy, Integrated
Lashing Out (Might): +d4, Reach (1 Blunt damage)
SKILLS Alternate Effects: 2 Electric damage (1)
• Alertness +d2 Hands: 1
• Athletics +d4 Traits: Blunt, Electric, Silent
• Brawn +d4
Mouth Laser (Targeting): +d6, Range 35ft/90ft (2
• Culture +d4
• Deception +d4 Laser damage)
• Driving +d4 Alternate Effects: Target gains the Blinded
• Infiltration +d2 Condition until the end of their next turn (2)
• Initiative +d2 Hands: 0
• Might +d4 Traits: Blind, Integrated, Laser
• Persuasion +d4
POWERS
• Science (Robotics) +d10*
• Streetwise +d2 Hand Blaster Configuration (Move): Frax can
• Targeting +d6 spend a Move action to apply one of the following
• Technology +d6 effects to the base effect of his Hand Blaster Attack:
• Languages: Translation Augmetics grant Fluency in Area of Effect (40ft × 40ft), add 2 Energy damage,
all known Languages add Multiple Attacks (3), convert existing base
damage to Electromagnetic.
PERKS Nuts and Bolts (1/scene; Standard): By scattering
Larger Than Life: Despite being not much larger a handful of charged spare parts upon the ground
than a normal human, this being has a presence that around him, Frax fills all empty spaces within a 15ft ×
makes them seem even more imposing in battle. 15ft area within 30ft of him with Cyclobots.
Narratively and visually, this creature is only of Teleportation (2/scene; Move): Frax is equipped
common size, but commands the same Reach and with an integrated personal teleporter and can
Map Footprint as a Large-sized being. physically flash up to 120ft to an unoccupied space
it can see. Alternatively, he can use this when he is
Defeated to retreat from a scene.

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THREATS
5
EQUIPMENT HANG-UPS
Armor: Reinforced Body (+4 Toughness) Too Smart For His Own Good: Frax is a genius that
often gets lost in his own thoughts and intellectual
Other: Full Tech-Kit, Internal Translation Augmetics
processes. That means he suffers Snag on Initiative
Tests and takes double the normal number of
time/actions to perform Science and Technology
Skill Tests.

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POWER RANGERS ROLEPLAYING GAME

FRESNO BOB, HEAD OF


THE SCORPION CARTEL
“What do you want? It’s an easy question.”

A master of lies and criminality, Fresno Bob is the ATTACKS


head of the biggest and most notorious organized
crime racket in the domed city of Corinth, the Holdout Blaster (Targeting): +d4, Range 15ft/40ft (1
Scorpion Cartel. They deal in black-market goods, Energy damage)
robot parts, drugs, and much more. So long as Hands: 1
Fresno Bob gets his cut, he doesn’t care what Traits: Ballistic, Energy, Sidearm
happens, who he has to bribe to make it happen,
and which of the do-gooders he might need to step Unarmed Strike (Might): +d2, Reach (1 Stun
on along the way. damage)
Alternate Effects: 1 Blunt (1)
THREAT LEVEL: 4
Hands: 1
SIZE: Common HEALTH: 4 Traits: Blunt, Silent, Stun
MOVEMENT: 35ft Ground
STRENGTH: 3 SPEED: 3 POWERS
SMARTS: 4 SOCIAL: 4 Flash Field (Special): The first Attack to hit Fresno
TOUGHNESS: 15 EVASION: 14 Bob each round activates his xeno-tech Flash
WILLPOWER: 16 CLEVERNESS: 18 Field Node taken from some Horathi pilgrims years
ago. When the Flash Field activates, roll 1d4. If the
SKILLS result is 2-4, subtract that much damage from the
successful Attack. On a 1, the Flash Field blocks
• Alertness +d2 the entire Attack, but flickers out of energy and is
• Culture (Crime) +d6* useless until repaired.
• Deception +d2
• Initiative +d2 Hidden Gun (Special; Standard): Fresno Bob keeps
his Holdout Blaster hidden in a secret pocket in his
• Intimidation +d4
sleeve, allowing him to catch a foe off guard. On
• Might +d2
the first round of Combat, Fresno Bob rolls Initiative
• Persuasion +d2 normally but automatically takes his action(s)
• Streetwise +d4 before anyone else in the first round. He returns to
• Targeting +d4 acting on his Initiative order on subsequent rounds.
• Languages: English, French, Greek, Horathi,
Japanese, Korean, Portuguese, Sirian EQUIPMENT
PERKS Weapons: Holdout Blaster

Guards!: Fresno Bob is never far from a crew of his Armor: Armored Clothing (+2 deflective to
loyal scum and can end any round after the first Toughness), Flash Field Node
with the arrival of 2d6 Scorpion Cartel members, Other: Personal Communication Transmitter, Various
who arrive at the scene on their determined items of personal Wealth
Initiative order(s).
HANG-UPS
Wealth is Power: Fresno Bob is one of Corinth’s
leading hoarders. Fresno Bob can have any standard Ain’t No Fighter: Fresno Bob leads cutthroats and
or limited equipment at his disposal as long as he criminals for a reason: he doesn’t like to get his
can reach some storage, stash, or potentially even a hands dirty. As soon as he is struck by any form of
Scorpion Cartel member within 2d6 minutes. Attack, even if it is stopped by his Flash Field, Bob
must roll a 1d4. If the result is equal to greater than
the amount of Health he currently has, he uses all
available actions to flee the scene, Defeated.

198
THREATS
5

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POWER RANGERS ROLEPLAYING GAME

GENERAL CRUNCH, GENERAL OF


THE VENJIX COMPUTER NETWORK
“Attack Bots! Power up and… well… ATTACK!”

One of the four primary Generals in the command an unfathomably large storage network for useful
structure of the Venjix Computer Network, General details, tips, tactical knowledge, and more. General
Crunch is a coordination officer for the fabrication Crunch rolls all Skill Tests as if Specialized.
and production of Attack Bots, new weaponry, and Toxic Pollutants: Many of General Crunch’s Attacks
resource management. This clever mechanoid and Powers impose the Poisoned condition. While
is found in the alternate future for Earth that Poisoned by these effects, the condition forces
surrounds the condensing of humanity to the domed the sufferer to forfeit a Standard or Move action
city of Corinth but would gladly find a new future of the player’s choice, at the beginning of each of
for himself away from the machinations of the VCN, their turns.
if possible.
Venjix Virus Bot Host: General Crunch is designed
THREAT LEVEL: 13 to host a copy of the ultra-advanced Venjix Virus
SIZE: Large HEALTH: 13 until it can no longer physically do so. It is immune
MOVEMENT: 45ft Ground to Poison, Psychic, and Stun damage, and cannot
suffer the Poisoned or Stunned conditions.
STRENGTH: 8 SPEED: 8
SMARTS: 10 SOCIAL: 6 ATTACKS
TOUGHNESS: 22 EVASION: 18
WILLPOWER: 20 CLEVERNESS: 16 Buzzcogs (Technology): +d6*, Reach (2 Sharp
damage)
SKILLS Hands: 0
• Alertness +d4 Traits: Integrated, Sharp
• Athletics +d2 Punches (Might): +d6*, Reach (2 Blunt damage)
• Brawn +d4 Alternate Effects: Maneuver (1)
• Culture +d6 Hands: 1
• Deception +d4 Traits: Blunt, Silent
• Driving +d4
• Initiative +d4 Smogstaff (Might): +d6*, Reach ×2 (1 Blunt damage
• Intimidation +d4 or 2 Poison damage)
• Might +d6 Alternate Effects: Target gains the Poisoned
• Performance +d2 Condition for 2d2 turns.
• Persuasion +d4 Hands: 2
• Science +d4 Traits: Blunt, Medium, Poison
• Streetwise +d2
• Targeting +d8
POWERS
• Technology +d6 Blast-Arc (2/scene; Standard; Targeting):
• Languages: Translation Program grants Fluency in General Crunch thrusts his hand toward a target,
all known Languages blasting them with a bolt of mechanomantic energy.
This Attack Power has a maximum Range of 60ft
PERKS and inflicts 3 Electric damage.
Larger Than Life: Despite being not much larger Reinforcements (1/scene; Standard): General
than a normal human, this being has a presence that Crunch transmits the need for aid and summons
makes them seem even more imposing in battle. up to eight Grinders or up to four Venjix Drones,
Narratively and visually, this creature is only of statistics for both of which can be found in the
common size, but commands the same Reach and Power Rangers Roleplaying Game supplementary
Map Footprint as a Large-sized being. sourcebook, Across the Stars.
Tactical Networking: Being part of the Venjix Smogbomb (1/scene; Standard; Technology):
Computer Network, General Crunch has access to General Crunch slams the end of his smogstaff on

200
THREATS
5
the ground and toxic pollutants spread out to cover HANG-UPS
60ft in all directions. This Attack targets his foes’
Toughness Defense, ignores armor bonuses of any Explosive Redundancy: The VCN monitors its
kind, and gives the Poisoned Condition to any target assets and knows when they have run through
it hits for the next 2d2 turns. their situational utility. To avoid their technology
falling into enemy hands, the Venjix Virus detonates
Technopathy (Standard): Using the infectious the asset spectacularly. Whenever this being
nature of the Venjix Virus, General Crunch can cause starts a turn with 3 or less Health, roll 1d6. On a
other machines to function as part of the VCN, result equal to or less than their current Health, it
gaining Edge in their use. explodes, causing 2 Sharp damage to everything in
a 30ft radius!
EQUIPMENT
I Can Do This Better: General Crunch is extremely
Weapons: Smogstaff independent compared to other members of the
Armor: Reinforced Body (+4 plating to Toughness) VCN. This can lead to unorthodox options in his
repertoire and having to re-roll his place in the
Other: Internal Translation Program, Venjix
Initiative order every time he fails a Skill Test.
Drone Caller

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POWER RANGERS ROLEPLAYING GAME

GENERAL SHIFTER, GENERAL OF


THE VENJIX COMPUTER NETWORK
“Prepare the download.”

Venjix Virus Bot Host: General Shifter is designed


A General in the Virus Computer Network that was to host a copy of and programmed to serve the ultra-
created through the advancements made to a standard advanced Venjix Virus until it cannot physically do so any
Attack Bot 5, General Shifter is a frontline combatant longer. It is immune to Poison, Psychic, and Stun damage,
style of leadership. He has a solid connection to the rest cannot suffer the Poisoned or Stunned conditions, and
of the VCN’s robotics corps but still prefers to be on the automatically assumes its Grown statistic block 1d6
battlefield rather than leading from afar. rounds after being reduced to 0 Health.
THREAT LEVEL: 11 ATTACKS
SIZE: Large HEALTH: 11 Hyperstaff (Might): +d6*, Reach ×2 (2 Blunt damage
MOVEMENT: 40ft Ground or 2 Sharp damage)
STRENGTH: 9 SPEED: 6 Hands: 2
SMARTS: 7 SOCIAL: 6 Traits: Blunt, Medium, Sharp
TOUGHNESS: 23 EVASION: 16 Punches (Might): +d6*, Reach (2 Blunt damage)
WILLPOWER: 17 CLEVERNESS: 16 Alternate Effects: Maneuver (1)
SKILLS Hands: 1
Traits: Blunt, Silent
• Alertness +d4
• Athletics +d2 Tentacles (Might): +d6*, Reach ×2 (1 Blunt damage)
• Brawn +d6 Alternate Effects: Grapple, Multiple Targets (3, 1)
• Culture +d2 Hands: 0
• Driving +d2 Traits: Blunt, Grapple
• Initiative +d4
• Intimidation +d4
POWERS
• Might +d6 Lightning Strikes (3/scene; Standard; Targeting):
• Performance +d2 A blast of gold lightning jumps out of the hyperstaff’s
• Persuasion +d6 bladed end. This Attack Power has a maximum 50ft
• Science +d4 Range, ignores armor bonuses to Defense, and
• Streetwise +d4 inflicts 2 Electric damage.
• Targeting +d6 Technopathy (Standard): Using the infectious
• Technology +d4 nature of the Venjix Virus, General Shifter can cause
• Languages: Translation Program grants Fluency in other machines to function as part of the VCN,
all known Languages gaining Edge in their use.

PERKS EQUIPMENT
Immobility: Nothing short of a Critical Success on Weapons: Hyperstaff
an applicable Skill Test to force him to be physically Armor: Reinforced Armor (+4 plating to Toughness)
moved in any way.
Other: Internal Translation Program
Larger Than Life: Despite being not much larger
than a normal human, this being has a presence that HANG-UPS
makes them seem even more imposing in battle. Just an Advanced Drone: The Venjix Virus is, at its
Narratively and visually, this creature is only of core, a sentient computer program with advanced
common size, but commands the same Reach and problem-solving that tells it to abandon certain
Map Footprint as a Large-sized being. situations if they are ultimately untenable. At the
Tactical Networking: Being part of the Venjix beginning of this creature’s turn, roll 1d4. If the result
Computer Network, General Shifter has access to is higher than its current remaining Health, the virus
an unfathomably large storage network for useful puts the bot into shutdown protocols, diagnosing
details, tips, tactical knowledge, and more. General that the end of its existence is near. It suffers Snag
Shifter rolls all Skill Tests as if Specialized. on all Skill Tests for the remainder of the scene.

202
THREATS
5
GENERAL SHIFTER (GROWN)
Receiving the proper upgrade protocols from the
Venjix Computer Network, General Shifter has nano-
shifted into a monstrous tower of robotics, armor,
and malevolence.
THREAT LEVEL: 13
SIZE: Towering HEALTH: 13
MOVEMENT: 50ft Ground
STRENGTH: 11 SPEED: 7
SMARTS: 8 SOCIAL: 6
TOUGHNESS: 25 EVASION: 17
WILLPOWER: 18 CLEVERNESS: 16
SKILLS
• Alertness +d4
• Athletics +d2
• Brawn +d6
• Culture +d2
• Driving +d2
• Initiative +d4
• Intimidation +d6 Traits: Blunt, Silent
• Might +d8
• Performance +d2 Tentacles (Might): +d8*, Reach ×2 (3 Blunt damage)
• Persuasion +d6 Alternate Effects: Grapple, Multiple Targets (3, 1)
• Science +d4 Hands: 0
• Streetwise +d4 Traits: Blunt, Grapple
• Targeting +d8 POWERS
• Technology +d6
• Languages: Translation Program grants Fluency in Lightning Storm (1/scene; Standard; Targeting;
all known Languages Area of Effect (50ft × 50ft)): Gold lightning
explodes out of General Shifter’s hyperstaff,
PERKS saturating a huge area with chaotic strikes. This
Immobility: Nothing short of a Critical Success on Attack Power originates from General Shifter,
an applicable Skill Test to force him to be physically ignores armor bonuses to Defense, and inflicts 5
moved in any way. Electric damage.

Tactical Networking: Being part of the Venjix Technopathy (Standard): Using the infectious
Computer Network, General Shifter has access to nature of the Venjix Virus, General Shifter can cause
an unfathomably large storage network for useful other machines to function as part of the VCN,
details, tips, tactical knowledge, and more. General gaining Edge in their use.
Shifter rolls all Skill Tests as if Specialized. EQUIPMENT
Venjix Virus Bot Host: General Shifter is designed Weapons: Hyperstaff
to host a copy of and programmed to serve the
ultra-advanced Venjix Virus until it cannot physically Armor: Reinforced Armor (+4 plating to Toughness)
do so any longer. It is immune to Poison, Psychic, Other: Internal Translation Program
and Stun damage and cannot suffer Poisoned or
Stunned conditions. HANG-UPS
ATTACKS Explosive Redundancy: The VCN monitors its
assets and knows when they have run through their
Hyperstaff (Might): +d8*, Reach ×2 (4 Blunt damage situational utility. To avoid their technology falling
or 4 Sharp damage) into enemy hands, the Venjix Virus detonates the
Hands: 2 asset spectacularly. Whenever this being starts
Traits: Blunt, Medium, Sharp a turn with 3 or less Health, roll 1d6. On a result
that is equal to or less than their current Health, it
Punches (Might): +d8*, Reach (3 Blunt damage) explodes—causing 2 Sharp damage to everything in
Alternate Effects: Maneuver (1) a 60ft radius!
Hands: 1 One of Ransik and Nadira’s chief associates, Gluto

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POWER RANGERS ROLEPLAYING GAME

GLUTO, WAR PROFITEER


“How much is it worth to you?”

is an incarcerated alien mutant profiteer that has ATTACKS


funded many of their criminal enterprises from
years past. It was this relationship that earned this Holdout Blaster (Targeting): +d2, Range 15ft/40ft (1
rotund whale-like being his freedom from the X-Vault Energy damage)
when the crime lord started his campaign anew Hands: 1
in the past. Traits: Ballistic, Energy, Sidearm
THREAT LEVEL: 10 Unarmed Strike (Might): +d6, Reach (1 Stun)
SIZE: Large HEALTH: 12 Alternate Effects: 1 Blunt damage (1)
MOVEMENT: 25ft Ground Hands: 1
STRENGTH: 8 SPEED: 4 Traits: Blunt, Silent, Stun
SMARTS: 6 SOCIAL: 8
POWERS
TOUGHNESS: 18 EVASION: 14
WILLPOWER: 16 CLEVERNESS: 18 Leaping Smash (Standard; Athletics): This is a
leaping smash Attack where Gluto jumps onto a
SKILLS target. This Attack inflicts 3 Blunt damage when
successful but always ends with Gluto being Prone.
• Alertness +d4
• Brawn +d2 Teleporter (2/scene; Standard): Gluto has an
expensive personal teleportation device that he
• Conditioning +2
uses to get out of trouble most of the time. This
• Culture (Time Crimes) +d6*
device instantly sends Gluto and any single Common
• Deception +d4
or smaller-sized creature in contact with him to any
• Driving +d2 unoccupied space within 250ft. Gluto can also use
• Infiltration +d2 this ability to escape when Defeated.
• Initiative +d2
• Intimidation +d4 EQUIPMENT
• Might +d6
Weapons: Holdout Blaster
• Persuasion (Negotiation) +d6*
• Streetwise +d4 Other: Personal Teleporter, Translation Augmetics,
• Targeting +d2 Various items of personal Wealth
• Languages: Translation Augmetics grant Fluency in HANG-UPS
all known Languages
Exit, Stage Left: Gluto knows he is not your typical
PERKS mutant, criminal, gangland fighter. When things get
rough, Gluto has no qualms about leaving the scene.
Thick Body: Gluto’s body is layered with mutant
Anytime he suffers, after reductions, more than 1
whale blubber, reducing all forms of non-Element
damage from a single source, roll 1d6. If the result is
damage he suffers by 1 (minimum 1).
equal to or less than his current Health total, Gluto is
Wealth is Power: Profiteers like Gluto are Defeated and tries to flee the scene; normally using
empowered when they surround themselves with his teleporter.
items of great worth. Gluto can be considered to
have any standard or limited equipment at his
disposal if he can reach some storage or potentially
even a servant within 2d6 minutes.

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POWER RANGERS ROLEPLAYING GAME

NADIRA, PRINCESS OF
A CRIMINAL EMPIRE
“Do you take bribes?”

Daughter of the notorious Ransik, Nadira is a brat, Mutant Strength: Like her father, Nadira has a
a thief, an aggrandized leader of miscreants, and a powerful core of mutated physicality. This adds
remarkably skilled fighter. Even with her skills and three Skill Ranks to both Brawn and Intimidation.
mutations, she prefers to wield the most powerful
weapon in the universe, the nigh-infinite power of ATTACKS
wealth. She enjoys a posh lifestyle whenever she can
Claw Nails (Finesse): +d6*, Reach (1 Sharp damage)
and would gladly walk away from all the violence and
Alternate Effects: Add 1 Energy damage to Attacks
hate if it meant she could wear expensive jewelry,
don fine intergalactic garments, and sip the rarest of (1), Multiple Attacks (2, 1)
drinks. For someone who doesn’t want to really work Hands: 1
for such things, which is a lot harder to accomplish Traits: Energy, Sharp, Silent
without turning to a life of crime.
POWERS
THREAT LEVEL: 14
Blast Burn (1/scene; Standard): Up to three
SIZE: Common HEALTH: 14 targets all within 5ft of a single point all suffer
MOVEMENT: 45ft Ground 1 Electric damage automatically; no Skill Test
STRENGTH: 6 SPEED: 10 is needed.
SMARTS: 9 SOCIAL: 9 Nuts and Bolts (1/scene; Standard): By scattering
TOUGHNESS: 17 EVASION: 21 a handful of charged spare parts upon the ground
WILLPOWER: 19 CLEVERNESS: 19 around her, Nadira fills all empty spaces within a 15ft
× 15ft area within 30ft of her with Cyclobots.
SKILLS
Teleportation (2/scene; Move): Nadira can
• Alertness +d4 teleport in a swirl of pink and blue smoke, along
• Athletics +d4 with any equipment and up to one Large size
• Brawn +d2 (+d8) creature currently Grappled by her, up to 200ft to an
• Culture (Extravagance) +d8* unoccupied space it can see. Alternately, this can be
• Deception +d6 used when she is Defeated to retreat from a scene.
• Driving +d2
EQUIPMENT
• Finesse (Claw Nails) +d6*
• Infiltration +d4 Armor: Chameleonic Skinsuit (+1 deflective to
• Initiative +d2 Toughness and Evasion)
• Intimidation +d4 (+d10) Other: Personal Objects of Great Wealth × 2d2,
• Persuasion (Seduction) +d6* Translation Augmetics
• Streetwise +d4
• Targeting +d4 HANG-UPS
• Technology +d4 Broke a Nail!: Nadira is very vain, and her mutant
• Languages: Translation Augmetics grant Fluency in ability to grow slashing claws is one of the places
all known Languages she focuses some of her vanity. If she Fumbles
while making a Claw Nails Attack, some of her nails
PERKS are dramatically broken, and Nadira suffers Snag
Chameleonic Skinsuit: Nadira’s alien jumpsuit on all Skill Tests for the remainder of the scene and
can manifest and manipulate the localized physical suffers 1 when using those Attacks.
appearance of her clothing, allowing her to appear
Taste For Wealth: The criminal princess has a deep
dressed however she wishes as a Move action.
hunger for items of wealth and value, and when
Additionally, when she changes her appearance,
presented with the opportunity to try and acquire
she may choose any single Element of damage
them during a scene, Nadira must do so or suffer a
to gain Resistance against until the Skinsuit is
changed again. 1 distraction penalty to all Skill Tests not used to
those ends.

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5

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POWER RANGERS ROLEPLAYING GAME

YOUNG GOLDAR,
RITA’S BANNERMAN
“For Repulsa! For Master Vile! For glory!”

Long ago, before the imprisonment from Zordon, Larger Than Life: Despite being not much larger
before finding the Golden Sword, before the than a normal human, this being has a presence that
conquest on Sirius, a young, manticore-like mutant makes them seem even more imposing in battle.
from the orbit of Titan, picked up his sword and Narratively and visually, this creature is only of
joined the fight against the oppression of Order. common size, but commands the same Reach and
Fighting the enemies of Master Vile under the Map Footprint as a Large-sized being.
banner of his daughter, Rita Repulsa, this young
monstrous fighter could trust only two things: he ATTACKS
would one day be this galaxy’s greatest warrior,
Broadsword (Finesse): +d6*, Reach (1 Sharp
and that he would be serving the fearsome General
damage)
Repulsa when that day comes.
Alternate Effects: Multiple Targets (2, 1)
THREAT LEVEL: 8 Hands: 1
SIZE: Large HEALTH: 10 Traits: Medium, Sharp, Silent
MOVEMENT: 45ft Ground
Fireballs (Targeting): +d2, Range 50ft/120ft (2 Fire
STRENGTH: 6 SPEED: 8 damage)
SMARTS: 5 SOCIAL: 4 Alternate Effects: Knock Prone
TOUGHNESS: 18 EVASION: 18 Hands: 0
WILLPOWER: 15 CLEVERNESS: 14 Traits: Fire
SKILLS Unarmed Combat (Might): +d2*, Reach (1 Stun)
Alternate Effects: 1 Blunt damage (1)
• Alertness +d4
Hands: 1
• Athletics +d2
• Brawn +d4 Traits: Blunt, Silent, Stun
• Culture +d2 EQUIPMENT
• Deception +d4
• Driving +d4 Weapons: Broadsword
• Finesse (Swords) +d6* Armor: Banded Uniform (+2 deflective to Toughness)
• Initiative +d2 Other: Communications Link
• Intimidation +d2
• Might (Brawling) +d2* HANG-UPS
• Persuasion +d4
Loyalty to Rita Repulsa: Young Goldar owes his
• Survival +d2
aspiring career as a future warlord to Rita Repulsa.
• Targeting +d2 He suffers Snag whenever defying her orders, and
• Technology +d2 should she be placed in direct danger and Young
• Languages: Putty, Sirian, understands and speaks
Golder is aware of it, he suffers 1 to all Skill Tests
many Earth-based languages
NOT meant to aid her somehow.
PERKS Rising Arrogance: Even at this early age, Goldar
believes he is destined for greatness. Whenever
Backstab!: If Young Goldar makes a Broadsword
he achieves Critical Success in any Skill Test, he
Attack against a target that either could not see
spends the following turn’s actions gloating his
him at the beginning of the round or has already
achievement and belittling his foes.
attacked a target other than Young Goldar that
turn, the Broadsword Attack inflicts +1 additional
base damage.

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POWER RANGERS ROLEPLAYING GAME
Villains

FINAL ATTACK BOT, HOST OF


THE VENJIX VIRUS (NORMAL)
“This is the endgame.”

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THREATS
5
An assembly of reclaimed and repurposed parts from
Hands: 1
all the previous attack bots that once housed some of
Traits: Area of Effect (10ft × 10ft), Armor Piercing,
the Venjix Virus, the Final Attack Bot did not arrive for
conversation, banter, or negotiations. It came to smash Integrated, Reload, Sonic
its way into and through the last domain of humanity. Gat Bot’s Bulletstorm (Targeting): +d10, Range
THREAT LEVEL: 16 40ft/75ft (1 Sharp damage)
Hands: 1
SIZE: Large HEALTH: 16
MOVEMENT: 40ft Ground Traits: Ballistic, Integrated, Multiple Targets (2d6),
Reload, Sharp
STRENGTH: 10 SPEED: 10
SMARTS: 12 SOCIAL: 6 Gen 5’s Smog Blast (Targeting): +d10*, Range
TOUGHNESS: 23 EVASION: 20 20ft/60ft (1 Poison damage)
WILLPOWER: 22 CLEVERNESS: 16 Alternate Effects: Target gains the Blinded
Condition for 1d2 turns.
SKILLS Hands: 1
• Alertness +d6 Traits: Area of Effect (15ft ×15ft), Integrated, Poison,
• Athletics +d4 Reload
• Brawn +d4 Hammer Attack Bot’s Sledge (Might): +d8, Reach
• Culture +d2 (3 Blunt damage)
• Driving +d4 Alternate Effects: Target gains the Stunned
• Initiative +d4 Condition for 1d2 turns
• Intimidation +d4 Hands: 1
• Might +d8
Traits: Blunt, Integrated, Reload, Stun
• Persuasion +d6
• Science +d6 Heat Bot’s Fiery Wind (Targeting): +d10*, Range
• Streetwise +d6 30ft/70ft (2 Fire damage)
• Targeting (Area of Effect) +d10* Hands: 1
• Technology (Engineering) +d8* Traits: Area of Effect (10ft × 10ft), Fire, Integrated,
• Languages: Translation Program grants Fluency Reload
in all known Languages, but was not designed to
Lightning Bot’s Lightning Blast (Targeting): +d10,
audibly speak
Range 80ft (1 Electric damage)
PERKS Hands: 1
Traits: Electric, Integrated, Reload
Assortment of Weapons: The Final Attack Bot has
access to a vast variety of repurposed weaponry Noz Bot’s Spray Blast (Targeting): +d10*, Range
and can use any two different ones against foes Special (3 Acid damage)
when it takes the Attack action. Hands: 1
Venjix Virus Bot Host: The Final Attack Bot is designed Traits: Acid, Area of Effect (30ft wide × 60ft long
to host a copy of and programmed to serve the directly in front of attacker); Integrated, Reload
ultra-advanced Venjix Virus until it cannot physically
do so any longer. It is immune to Poison, Psychic, and Oil Bot’s Flamethrower (Targeting): +d10*, Range
Stun damage, cannot suffer the Poisoned or Stunned Special (2 Fire damage)
Conditions, and assumes its Grown statistic block 1d4 Hands: 1
rounds after being reduced to 0 Health. Traits: Area of Effect (10ft wide × 30ft long from
attacker), Fire, Integrated, Reload
ATTACKS
Saw Bot’s Sawblade (Might): +d8, Reach ×2 (2
Amphibious Attack Bot’s Coal Tar (Targeting): Sharp damage)
+d10*, Range 15ft/30ft (1 Acid damage) Alternate Effects: Multiple Targets (2, 1)
Alternate Effects: Target gains the Impaired Hands: 1
Condition for 1d2 turns. Traits: Integrated, Reload, Sharp
Hands: 1
Traits: Acid, Area of Effect (20ft × 20ft), Integrated, Textile Bot’s Silk Spinner (Targeting): +d10, Range
Reload 20ft/40ft (Grappled)
Alternate Effects: Target is Immobilized until broken
Boom Bot’s Sonic Blast (Targeting): +d10*, Range free (DIF 16)
25ft/70ft (2 Sonic damage) Hands: 1
Alternate Effects: Target gains the Deafened Traits: Integrated, Reload
Condition for 1d2 turns

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POWER RANGERS ROLEPLAYING GAME
POWERS FINAL ATTACK BOT (GROWN)
Self-Repair (3/scene; Move): Final Attack Bot
The ultimate version of the Final Attack Bot, the
shuffles redundant systems around to get the
single deadliest assembly of bot parts upgraded
most out of its internal self-repair systems. It may
with new software and grown to a truly massive
attempt a DIF 6 Technology (Engineering) Skill
size and scale.
Test, regaining 2 lost Health for each Degree of
Success achieved. THREAT LEVEL: 20
Technopathy (Standard): Using the infectious SIZE: Titanic HEALTH: 20
nature of the Venjix Virus, Final Attack Bot can cause MOVEMENT: 50ft Ground
other machines to function as part of the VCN, STRENGTH: 12 SPEED: 12
gaining Edge in their use. SMARTS: 14 SOCIAL: 8
EQUIPMENT TOUGHNESS: 25 EVASION: 22
WILLPOWER: 24 CLEVERNESS: 18
Weapons: Assorted Component Weapon Systems
Armor: Armored Body (+3 plating to Toughness) SKILLS
Other: Internal Translation Program • Alertness +d6
• Athletics +d4
HANG-UPS • Brawn +d4
Aggression Algorithm: Final Attack Bot is a • Culture +d2
dedicated siege machine of villainous ingenuity and • Driving +d4
design, but it fights according to a certain codified • Initiative +d6
tactical program. Unless it was not attacked on the • Intimidation +d4
previous round, at which point it Attacks the nearest • Might +d12
target. Final Attack Bot only Attacks targets that • Persuasion +d8
attempted to harm it on the previous round. • Science +d6
Exposed Mechanisms: The nature of a • Streetwise +d8
re-assembled attack bot made from so many pieces • Targeting (Area of Effect) +d12*
has left a few gaps in the outer shell. Any Attack • Technology (Engineering) +d12*
or effect that inflicts Electromagnetic damage can • Languages: Translation Program grants Fluency
target Final Attack Bot with Snag but upgrades to a in all known Languages, but was not designed to
Critical Success if it hits. audibly speak

PERKS
Assortment of Weapons: The Final Attack Bot has
access to a vast variety of repurposed weaponry
and can use any two different ones against foes
when it takes the Attack action.
Venjix Virus Bot Host: The Final Attack Bot is
designed to host a copy of and programmed to
serve the ultra-advanced Venjix Virus until it cannot
physically do so any longer. It is immune to Poison,
Psychic, and Stun damage, cannot suffer the
Poisoned or Stunned conditions.

212
THREATS
5
ATTACKS Oil Bot’s Flamethrower (Targeting): +d12*, Range
Special (6 Fire damage)
Amphibious Attack Bot’s Coal Tar (Targeting):
Hands: 1
+d12*, Range 45ft/90ft (3 Acid damage)
Traits: Area of Effect (30ft wide × 90ft long from
Alternate Effects: Target gains the Impaired
attacker), Fire, Integrated, Reload
Condition for 1d2 turns.
Hands: 1 Saw Bot’s Sawblade (Might): +d12*, Reach ×2 (6
Traits: Acid, Area of Effect (60ft × 60ft), Integrated, Sharp damage)
Reload Alternate Effects: Multiple Targets (2, 1)
Hands: 1
Boom Bot’s Sonic Blast (Targeting): +d12*, Range
Traits: Integrated, Reload, Sharp
75ft/210ft (6 Sonic damage)
Alternate Effects: Target gains the Deafened Textile Bot’s Silk Spinner (Targeting): +d12*, Range
Condition for 1d2 turns. 60ft/120ft (Grappled)
Hands: 1 Alternate Effects: Target gains the Immobilized
Traits: Area of Effect (30ft × 30ft), Armor Piercing, Condition until broken free (DIF 22)
Integrated, Reload, Sonic Hands: 1
Traits: Integrated, Reload
Gat Bot’s Bulletstorm (Targeting): +d12*, Range
120ft/225ft (3 Sharp damage) POWERS
Hands: 1
Self-Repair (1/scene; Move): Final Attack Bot
Traits: Ballistic, Integrated, Multiple Targets (2d6), shuffles redundant systems around to get the
Reload, Sharp most out of its internal self-repair systems. It may
Gen 5’s Smog Blast (Targeting): +d12*, Range attempt a DIF 6 Technology (Engineering) Skill
60ft/180ft (3 Poison damage) Test, regaining 2 lost Health for each degree of
success achieved.
Alternate Effects: Target gains the Blinded
Condition for 1d2 turns. Technopathy (Standard): Using the infectious
Hands: 1 nature of the Venjix Virus, Final Attack Bot can cause
other machines to function as part of the VCN,
Traits: Area of Effect (45ft × 45ft), Integrated,
gaining Edge in their use.
Poison, Reload
Hammer Attack Bot’s Sledge (Might): +d12*, Reach EQUIPMENT
(9 Blunt damage) Weapons: Assorted Component Weapon Systems
Alternate Effects: Target gains the Stunned
Armor: Armored Body (+3 plating to Toughness)
Condition for 1d2 turns
Hands: 1 Other: Internal Translation Program
Traits: Blunt, Integrated, Reload, Stun HANG-UPS
Heat Bot’s Fiery Wind (Targeting): +d12*, Range Aggression Algorithm: Final Attack Bot is a
90ft/210ft (6 Fire damage) dedicated siege machine of villainous ingenuity and
Hands: 1 design, but it fights according to a certain codified
Traits: Area of Effect (30ft × 30ft), Fire, Integrated, tactical program. Unless it was not attacked on the
Reload previous round, at which point it Attacks the nearest
target. Final Attack Bot only ever Attacks targets
Lightning Bot’s Lightning Blast (Targeting): +d12*, that attempted to harm it on the previous round.
Range 240ft (3 Electric damage)
Exposed Mechanisms: The nature of a
Hands: 1
re-assembled attack bot made from so many pieces
Traits: Electric, Integrated, Reload
has left a few gaps in the outer shell. Any Attack
Noz Bot’s Spray Blast (Targeting): +d12*, Range or effect that inflicts Electromagnetic damage can
Special (9 Acid damage) target Final Attack Bot with Snag but upgrades to a
Hands: 1 Critical Success if it hits.
Traits: Acid, Area of Effect (60ft wide × 180ft long
directly in front of attacker); Integrated, Reload

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POWER RANGERS ROLEPLAYING GAME

FLURIOUS, FROZEN CONQUEROR


“Heavy weighs the head…”

Flurious is the frozen rival of his brother Moltor, Scry and Surveil: Flurious can create different
struck down by a magic curse to live a frozen kinds of scrying fields in his field of vision: one that
immortality, trapped within a distant ice planet, allows him to see and hear distant areas, one that
punished for touching the Crown of the Gods, the allows him to communicate with targets up to 200
Corona Aurora, while unworthy. Seeking to assemble miles away, and one that shows him where local
the power jewels of the Corona and use the artifact energy signatures are.
to rise as the most powerful being in their timeline,
Flurious wants the prize as much for the power ATTACKS
nearly as much as he wants to show who is the
Ice Staff (Might): +d8, Reach x2 (2 Cold damage)
more powerful brother!
Alternate Effects: Target gains the Immobilized
THREAT LEVEL: 18 Condition for 1d2 turns
SIZE: Common HEALTH: 18 Hands: 2
MOVEMENT: 45ft Ground Traits: Cold, Heavy, Multi-Weapon (3), Silent
STRENGTH: 12 SPEED: 10 Icy Shards (Targeting): +d10*, Range 40ft/100ft (1
SMARTS: 9 SOCIAL: 11 Cold damage and 1 Sharp damage)
TOUGHNESS: 25 EVASION: 20 Hands: 2
WILLPOWER: 19 CLEVERNESS: 21 Traits: Area of Effect (15ft × 15ft), Cold, Sharp

SKILLS Unarmed Blows (Might): +d8, Reach (2 Blunt


damage)
• Alertness +d4
Alternate Effects: Multiple Attacks (2, 1)
• Animal Handling +d2
Hands: 1
• Athletics +d4
Traits: Blunt, Silent
• Brawn +d6
• Culture (Arcane) +d6* POWERS
• Deception +d6
• Driving +d4 Glacial Beam (1/scene; Standard; Targeting;
Area of Effect (60ft × 10ft)): A line of supercooled
• Initiative +d4
energy flows out of Flurious’ hands, ignoring Armor
• Intimidation +d6
bonuses to Defense and inflicting 4 Cold damage on
• Might +d8
anyone successfully hit.
• Persuasion +d8
• Survival +d8 Growth of Chillers (1/scene; Standard): Flurious
• Streetwise +d6 blasts the air with snowy jets of energy, creating
• Targeting (Ice) +d10* 2d6 Chillers to be placed in unoccupied spaces
within 60ft of him, joining the current Combat scene.
• Languages: Fluent in all Earth languages and
Chillerspeak Ice Wind (3/scene; Standard; Targeting): An
arctic blast of wind erupts from Flurious’ staff to
PERKS Impair and Immobilize all enemy targets within 40ft.
Arctic Explosion: When Flurious is Defeated, he Targets must succeed in a DIF 18 Athletics or
explodes spectacularly into a shower of ice shards Brawn Skill Test on their turn to escape, suffering
and blasts of cold. This inflicts 2 Cold damage 2 Cold damage automatically if they fail.
to all targets within 45ft of his location. Flurious Snowstorm Cataclysm (1/scene; Standard and
reforms from the shards, energy, and snowflakes in Move): Flurious blasts the sky with a torrent of
2d6 hours. ice beam energy, raining down everywhere around
Immune to Cold: Sub-zero temperatures radiate him with dangerous hail. Flurious Attacks all enemy
through the core essence of Flurious, making targets within 60ft, inflicting 1 Blunt damage and
him completely immune to Cold damage or any 1 Cold damage to each target hit. Additionally,
similar effects. the entire scene is Rough Terrain for everyone
but Flurious and his Chillers for the remainder of
Power Leap: Flurious triples any jump distances the scene.
rolled. If standing on snow or icy ground, the
distance is quintupled (×5) instead!

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THREATS
5
Teleportation (2/scene; Move): Flurious can
vanish into a swirl of snow and blue light, along
with any equipment and up to one Large size
creature currently Grappled by him, up to 150ft to an
unoccupied space it can see. Alternately, this can be
used when he is Defeated to retreat from a scene.

EQUIPMENT
Weapons: Ice Staff
Armor: Frozen Robes (+3 deflective to Toughness)
Other: Various Arcane Artefacts

HANG-UPS
The Glacial Curse: The curse that changed Flurious
into his current form has left him frozen, but he is
susceptible to fire and heat. Attacks and effects that
inflict Fire damage have Edge against him.
Obsession with the Corona Aurora: Flurious is
obsessed with taking possession of the Crown of
the Gods, especially if it means his brother Moltor
cannot have it! When put in a position to do so, all
Skill Tests made that are not part of a plan moving
toward its acquisition suffer 1.

FLURREX?
In the canon story of Flurious, he
manages to get his cold hands on the
Corona Aurora at one point and dons
the artifact and turns into the godlike
being known as Flurrex. This
creature was so powerful that
it easily dealt with not one
but TWO Megazords at one
time and was only stopped
because he returned to
the form of Flurious after
humiliating the Power
Rangers.
If Flurious assumes the
legendary form, no statistics
would be appropriate - it's a
major plot point to stop him!

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POWER RANGERS ROLEPLAYING GAME

MOLTOR, FIERY WARLORD


“I’m free! Behold… and tremble!”

Brother and rival to Flurious, the being known as Volcanovoyant: Moltor can use pools of lava
Moltor was cursed to live an ageless existence to make Alertness Skill Tests up to 500 miles
as a fiery draconic being, trapped inside a distant away, or see through the eyes of any Lava Lizard.
volcanic planet, all because he attempted to steal Additionally, he can speak into pools of lava to
the prized Crown of the Gods, the Corona Aurora. transmit messages up to twice that distance away.
Joining an alliance of evil monsters and villainous
beings – including his similarly accursed brother – ATTACKS
in order to eventually get his talons on the Crown,
Fire Swords (Might): +d8*, Reach (3 Fire damage)
Moltor rose in the ranks to become a galaxy-wide
Alternate Effects: Increase base damage to 5 Fire
warlord that drew the attention of the Power
Rangers in order to stop his ferocious conquest. damage (3)
Hands: 2
THREAT LEVEL: 18
Traits: Fire, Medium, Multi-Weapon (2), Silent
SIZE: Common HEALTH: 18
Lightning Beam (Targeting): +d10*, Range 50ft/120ft
MOVEMENT: 45ft Ground
(1 Electric damage and 1 Fire damage)
STRENGTH: 10 SPEED: 12 Hands: 0
SMARTS: 11 SOCIAL: 9
Traits: Electric, Fire
TOUGHNESS: 25 EVASION: 22
WILLPOWER: 20 CLEVERNESS: 20 Unarmed Blows (Might): +d8, Reach (2 Blunt
damage)
SKILLS Alternate Effects: Multiple Attacks (2, 1)
• Alertness +d6 Hands: 1
• Animal Handling +d2 Traits: Blunt, Silent
• Athletics +d4 POWERS
• Brawn +d2
• Culture (Arcane) +d6* Devastation Beam (1/scene; Standard; Targeting;
• Deception +d4 Area of Effect (30ft × 30ft)): A torrent of red-
• Driving (Zord) +d6* orange lightning streams out of Moltor’s forehead,
ignoring Armor bonuses to Defense and inflicting
• Initiative +d4
2 Fire damage and 2 Electric damage on anyone
• Intimidation +d4
successfully hit.
• Might (Swords) +d8*
• Persuasion +d6 Eruption of Lizards (1/scene; Standard): Moltor
• Survival +d8 aims his fire swords at the ground within 40ft and
• Streetwise +d6 2d4 Lava Lizards erupt from the spot (or the nearest
• Targeting (Lightning) +d10* available space), joining the current Combat scene.
• Languages: Fluent in all Earth languages Heat Ropes (3/scene; Move; Targeting): Ropes
of solidified heat blast out from Moltor’s eyes and
PERKS attempt to Restrain all enemy targets within 40ft.
Arcane Summoning: Moltor can magically summon Targets must succeed in a DIF 18 Athletics or
any item or piece of equipment stored in his Brawn Skill Test on their turn to escape, suffering
volcanic lair simply by willing it to his open hands. 2 Fire damage automatically if they fail.

Immune to Fire: Lava flows through the very core Mega Slash (1/scene; Standard and Move):
essence of Moltor, making him completely immune Moltor energizes both of his fire swords and slashes
to Fire damage or any similar effects. them both in front of him, releasing a series of
powerful energy slashes. Moltor Attacks all enemy
Power Leap: Moltor triples any jump distances targets within 45ft, inflicting 1 Electric damage, 1 Fire
rolled. If standing on volcanic ground, the distance is damage, and 1 Sharp damage upon each target hit.
quintupled (×5) instead!
Teleportation (2/scene; Move): Moltor can melt
away into fire and smoke, along with any equipment
and up to one Large size creature currently
Grappled by him, up to 150ft to an unoccupied space

216
THREATS
5

it can see. Alternately, this can be used when he is HANG-UPS


Defeated to retreat from a scene.
The Furnace Curse: The curse that changed Moltor
EQUIPMENT into his current form has left him filled with rage and
flame, but he is susceptible to ice and cold. Attacks
Weapons: Fire Swords ×2 and effects that inflict Cold damage have Edge
Armor: Dragonscale Armor (+5 deflective to against him.
Toughness) Obsession with the Corona Aurora: Moltor is
Other: Various Arcane Artefacts obsessed with taking possession of the Crown
of the Gods. When put in a position to do so, all
Skill Tests made that are not part of a plan moving
toward its acquisition suffers 1.

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POWER RANGERS ROLEPLAYING GAME

RANSIK, CRIMINAL KINGPIN


“If I can’t rule the present, then I’ll just rule the past!”

Originally from the late 2990s, Ransik was the Mayhem: When reduced to 3 or fewer Health,
victim of a terrible industrial accident that left him Ransik gains an additional Standard action at the
horribly scarred and shunned by his own people. end of each combat round.
Turning to evil sciences, sorcery, and crime, Ransik Mutant Strength: Ransik’s extreme mutations grant
became host to a set of alien artefacts called the him a terrifying presence and preternatural physical
Three Orgs. Their transformative powers filled him power. This adds three Skill Ranks to both Brawn
with power, hatred, and an endless hunger that and Intimidation.
could only be sated through his malfeasance. Their
power manifests in many ways, but it obviously Telekinetic: Ransik can move an object or group
takes a painful toll on his body. of objects that weigh up to a total of 50 pounds
telekinetically up to 10ft per Free action.
Envenomated by the sinister mutant Venomark,
Ransik employed the services of the mad genius ATTACKS
Dr. Ferricks to save him. The resulting serum-X the
doctor administered saved Ransik, but made the Blaster (Targeting): +d8*, Range 25ft/80ft (1 Energy
criminal kingpin utterly reliant upon the substance. damage)
Now Ransik has turned his views upon the Earth of Hands: 1
the past, commandeering an entire cryogenic prison Traits: Ballistic, Energy, Sidearm
ship to populate his criminal empire.
Bone Blade (Might): +d8*, Reach (1 Sharp and 1
THREAT LEVEL: 17 Energy damage)
SIZE: Common HEALTH: 17 Hands: 1
MOVEMENT: 40ft Ground Traits: Energy, Sharp, Silent
STRENGTH: 12 SPEED: 9 Unarmed Blows (Might): +d8, Reach (1 Blunt
SMARTS: 10 SOCIAL: 9
damage)
TOUGHNESS: 24 EVASION: 19 Alternate Effects: Multiple Attacks (2, 1)
WILLPOWER: 20 CLEVERNESS: 19 Hands: 1
Traits: Blunt, Silent
SKILLS
• Alertness +d6 POWERS
• Animal Handling +d2 Blast Burn (2/scene; Standard): Up to three
• Athletics +d4 targets all within 5ft of a single point all suffer
• Brawn +d4 (+d10) 1 Electric damage automatically; no Skill Test
• Culture (History) +d4* is needed.
• Deception +d6
Telekinetic Shove (3/scene; Move; Area of
• Driving +d4 Effect (20ft × 20ft)): This special Attack power
• Infiltration +d4 that uses the Athletics Skill and targets can only
• Initiative +d4 defend using their Toughness Defense. Success with
• Intimidation +d6 (+d12) this Attack knocks a target 1d8 × 5ft directly away
• Might (Swordplay) +d8* from Ransik and makes them Prone.
• Persuasion (Leadership) +d4*
Weapon Generation (3/scene; Standard): Ransik
• Survival +d4 can reach into his body, tap his cellular matrix for
• Streetwise +d6 Org energy, and withdrawn any one-handed melee
• Targeting (Blasters) +d8* weapon. These weapons are made from a mixture
• Technology +d4 of bone, metal, and energy. They use the statistics
• Languages: Translation Augmetics grant Fluency in of the kind of weapon being produced and inflict 1
all known Languages Energy damage in addition to the weapon’s normal
base damage.
PERKS
Aggressive Fighter: If Ransik forfeits his Move
action during his turn, he may Attack up to three
times with any melee weapon.

218
THREATS
5
EQUIPMENT Serum-X: Ransik needs to get frequent injections
of Dr. Ferricks’ special serum, or his body starts to
Weapons: Blaster rebel against itself and succumbs to Venomark’s
Armor: Armor Jacket (+2 eflective to Toughness) bite. If Ransik rolls a Fumble for any reason, the GM
rolls an additional 1d6. If that second die results
Other: Serum-X Injectors ×2, Translation Augmetics
in a 2 or less, Ransik begins to painfully require a
HANG-UPS Serum-X injection. Until he gets one, he suffers Snag
on all Skill Tests from the pain.
A Father’s Love: There is no one in the universe
that Ransik cares for more than his daughter,
Nadira. Because of these feelings, she has Edge
when targeting him with Deception and Persuasion
Skill Tests.

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POWER RANGERS ROLEPLAYING GAME

VYPRA, DEMON OF ANCIENT EARTH


“Oh, I’ve learned, but you’ll wish you hadn’t taught me.”

One of the arch-demons from ancient Earth ATTACKS


responsible for the terrible rule of the dark sorceress,
Queen Bansheera, Vypra is a fiendish succubus with Claws (Finesse): +d6, Reach (1 Sharp and 1 Fire
a talent for terror. Using her raw mystical talents to damage)
manipulate primordial forces, she is a fearsome foe Hands: 1
for Power Rangers of many temporal eras. Traits: Fire, Sharp, Silent
THREAT LEVEL: 18 Flame Breath (Targeting): +d6, Range 20ft/30ft (2
SIZE: Common HEALTH: 18 Fire damage)
MOVEMENT: 40ft Ground, 35ft Aerial Alternate Effects: Target gains the Mesmerized
STRENGTH: 6 SPEED: 16 Condition until they next suffer damage.
SMARTS: 8 SOCIAL: 12 Hands: 0
Traits: Fire, Mesmerize
TOUGHNESS: 18 EVASION: 26
WILLPOWER: 18 CLEVERNESS: 12 Infernal Sword (Finesse): +d6, Reach (2 Sharp
damage)
SKILLS
Alternate Effects: Add 1 Fire damage (1), Multiple
• Acrobatics +d4 Attacks (2, 1)
• Alertness +d4 Hands: 1
• Animal Handling +d4 Traits: Fire, Sharp, Silent
• Athletics +d2
• Brawn +d2 POWERS
• Culture (Arcane) +d10* Dark Slash (1/scene; Standard): Vypra charges
• Deception +d8 her sword with evil purple energies and Attacks with
• Driving +d8 it as normal, adding +2 to the base damage of the
• Finesse +d10 Attack and changing all damage to Fire damage.
• Initiative +d4 Dark Summons (1/scene; Standard): Vypra opens
• Intimidation +d8 a momentary flicker to the Dark Dimension and
• Performance +d2 summons 2d6 Batlings to join the Combat scene.
• Persuasion +d8 Flame Wave (1/scene; Standard): Vypra fills her hand
• Streetwise +d2 with blue infernal fire and hurls it at every target in an
• Targeting +d6 area 10ft wide × 40ft long within 60ft away. The Attack
• Languages: Fluent in Demonic, Spellspeech, and all uses Vypra’s Culture (Arcane) Skill. Anyone hit by the
Earth languages attack suffers 3 Fire damage and is knocked Prone.
Teleportation (1/scene; Move): When sufficiently
PERKS threatened, damaged, or perhaps even bored of the
current situation, Vypra can teleport out of a scene
I’ve Done This For Eons: Having fought against
as a Move action.
her fellow hordes in the Dark Dimension for half of
an eternity, Vypra is a capable fighter that gains EQUIPMENT
Multiple Targets (+1) for each enemy within 10ft of
her when she makes a melee Attack on her turn. Weapons: Infernal Sword
Other: Monstrous Growth Card
Demonic Body: Demons of the Ancient Realm suffer
half, rounded up, damage from all Mundane* Blunt, HANG-UPS
Sharp, and Stun damage sources, and have a +2 non- The Tenets of Demonic Existence: As an Ancient
Armor bonus to their Toughness Defense. Additionally, demon from another dimension, they are particularly
they do not need to sleep, eat, or breathe, and susceptible to weapons made of cold iron, mystic
are immune to the following conditions: Asleep, attacks, and other magical damage sources. These
Frightened, Mesmerized, Stunned, and Unconscious. Attacks gain Edge against the demon and ignore all
Mystic: All of Vypra’s Attacks and Powers are the benefits gained from the Demonic Body Perk.
considered to be mystical in nature, ignoring any * Mundane is defined as any target that does not
armor bonuses to Toughness and gaining 1 dice possess the Mystic trait, Magical Powers, Supernatural
shift versus Mundane* targets. Perks, or by clarification of the GM.

220
THREATS
5

Vypra Returned! • The Flame Wave Power becomes Lightning


Ball, changes its damage type to Electric,
One year after Vypra was destroyed the first and its Area of Effect to a simple 40ft × 40ft
time, absorbed into Queen Bansheera, she square
eventually returned from the Dark Dimension • Vypra can become intangible as a Move
much colder, more callous, and with slightly action, once per scene, making her untouch-
altered abilities. To represent this, make the able by Mundane substances until the end of
following changes to her statistics above: their next round
• The Dark Summons Power summons five • Vypra suffers Snag on all Deception, Perfor-
Demon Warriors instead of any Batlings mance, Persuasion, and Streetwise Skill Tests
due to her new coldness

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POWER RANGERS ROLEPLAYING GAME

WIZARD OF DECEPTION,
DARK CHRONOMANCER
“Ha ha ha ha! Welcome to your new reality!”

Arguably one of the most powerful magical beings Dark Wand: The ancient and powerful artifact
known across many timelines on the great braided possessed by the Wizard of Deception offers him a
spacetime continuum, the Wizard of Deception is wide variety of unique spells and abilities. The GM
a wielder of true sorcery and dimension-bending can use this in many ways, but primarily it allows
chronomancy. It has appeared across eras, in him to re-roll any single die rolled as part of a
different dimensions, on many worlds. The Wizard Spellcasting Skill Test, accepting the second result.
of Deception always uses its talents and Dark Wand Larger Than Life: Despite being not much larger
to draw upon the energies of the Dark Dimension to than a normal human, this being has a presence that
wield in a variety of horrible, terrifying ways. makes them seem even more imposing in battle.
THREAT LEVEL: 17 Narratively and visually, this creature is only of
common size but commands the same Reach and
SIZE: Large HEALTH: 17
Map Footprint as a Large-sized being.
MOVEMENT: 30ft Ground, 30ft Aerial
Shadow Pact: The Wizard of Deception has made
STRENGTH: 6 SPEED: 8
SMARTS: 13 SOCIAL: 13 a pact with the Dark Dimension, which adds 1 to
all Spellcasting Skill Tests. It also changes him on
TOUGHNESS: 17 EVASION: 19 a core level to count as a creature from the Dark
WILLPOWER: 24 CLEVERNESS: 24 Dimension.
SKILLS ATTACKS
• Alertness +d4
Dark Ray (Spellcasting): +d8*, Range 30ft/60ft (2
• Athletics +d2
Cold damage)
• Culture (Magical Knowledge) +d10*
Alternate Effects: Target gains the Stunned
• Deception +d8
Condition until the end of their next turn
• Finesse +d2
Hands: 1
• Infiltration +d4
• Initiative +d2 Traits: Cold, Magic
• Intimidation +d4 Dark Touch (Finesse): +d2, Reach (3 Energy
• Performance (Rituals) +d6* damage)
• Persuasion +d2 Hands: 1
• Science (Alchemy) +d4* Traits: Energy, Silent
• *Spellcasting (Aid) +d4*
• *Spellcasting (Beam) +d8* POWERS
• *Spellcasting (Enhancement) +d6* Arcane Blast (1/scene; Standard; Spellcasting
• *Spellcasting (Utility) +d6* (Beam)): This spell hurls an Area of Effect (15ft
• Languages: Fluent in Spellspeech, all Earth × 15ft) Attack to any point within 60ft, inflicting
languages, and can usually cast a spell to 2 Element damage upon success. The Wizard of
communicate when the need arises Deception chooses the Element type when he
*Magic: The Wizard of Deception wields true magic, makes the Attack.
both on his own and through his Dark Wand as Banishment (1/scene; Standard; Spellcasting
described below. (Utility) vs. Cleverness): The Wizard of Deception
sends up to six targets hurtling into a shadowy
PERKS abyss, giving them the Stunned Condition and
Dark Knowledge: The Wizard of Deception has removing them from the scene for 2d6 rounds if
eons of evil arcane knowledge at his disposal, successful.
giving him Edge on all Culture (Arcane and Magical Dark Calling (1/scene; Standard): The Wizard of
Knowledge) and Science (Alchemy) Skill Tests. Deception rolls a DIF 6 Spellcasting (Utility) Skill
Test and summons 1 Dark Dimension Phantasm to
join the Combat scene per Degree of Success.

222
THREATS
5
Fear of the Unknown (1/scene; Standard;
Spellcasting (Utility) vs. Willpower): The Wizard of
Deception rolls this Attack against all enemies within a
30ft Blast within 60ft. Success on the Attack gives the
target the Frightened condition for 2d2 rounds. Critical
Success adds 3 Psychic damage to the Attack.
Shadow Teleportation (3/scene; Free): The
Wizard of Deception may step into any shadow
large enough to contain his body as part of his Move
action, emerging from a similar shadow/area of
darkness within 100ft.
Sorcery of Sacrifice (Special; Free): The Wizard
of Deception can expend part of his own life force
to wield additional magical power. By spending a
Free action and willingly losing 1d2 Health, he may
use a second Standard action this turn, if it is a
Spellcasting-based action.
EQUIPMENT
Weapons: Dark Wand
Armor: Dark Robes (+1 to all Defenses)
Other: Any number of strange and wonderful
magical artifacts.
HANG-UPS
Attention from the Unknown: The Wizard of
Deception has dealt with so many evil things and
interdimensional beings that he is always being
watched and monitored by schemers, manipulators,
and opportunistic villains. The GM may not spend
Story Points on behalf of the Wizard of Deception.
Lies, Lies, Lies: It is all in the name. The Wizard
of Deception cannot be trusted and thus suffers
Snag on all Persuasion or other Skill Tests used to
convince someone aware of his reputation that he
speaks the truth in any way.

True Magic in the


Power Rangers Roleplaying Game
While another sourcebook supplement for the • Spells must be able to see their target,
Power Rangers Roleplaying Game will contain even if this is through some kind of scrying or
much deeper and more detailed rules for true surveillance device.
Magic, Mysticism, and other arcane topics, the • Magic is heavily hindered by certain
following rules and concepts are true about the primordial materials like cold iron, meteoric
Magic used by the Wizard of Deception. stone, alchemically pure gold, and other
• All Spells fall into one of the four materials that will be defined in a future
Specializations of Spellcasting: Aid, Beam, sourcebook.
Enhancement, and Utility – which are treated These notes on Magic will allow you to use
as individual Skill Levels to be purchased the Wizard of Deception proficiently out of
through any Essence advancement instead of a this sourcebook, but there is more to these
dedicated Specialization alone. arcane arts to be found in future publications!

223
A JUMP THROUGH TIME

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