Saucerhead. A new Power Rangers RPG Threat.

Not your average foam rubber suit monster.

Not your average foam rubber suit monster.

“I was okay when it was just a flyin saucer.” –Brock, Black Lightning Force Ranger.

Could almost be a foam rubber suit, I guess.
(Art by Jeff Craigmile.)

THREAT LEVEL: 8
SIZE: HUGE | HEALTH: 12
TOUGHNESS: 18 | EVASION: 16
WILLPOWER: 13 | CLEVERNESS: 14
GROUND MOVEMENT: 30 ft.
AERIAL MOVEMENT: 90 ft. (Transformed)
Saucerhead is a living construct created by General Gnarl and General Slayn to try to prove their worth in the Triumvirate. He is mostly robotic. The lower portion looks like a 1950’s mechanical sci-fi robot packing a Raygun and at Tesla-coil style probe hand. It speaks in a mechanical robot voice. It is fascinated with Earth cows for some inexplicable reason.
SKILLS:
Initiative +d4
Intimidation +d4
Melee +d6
Perception +d4*
Targeting +d8*
PERKS:
Transform: Saucerhead’s entire body retracts into the saucer portion of his head. He can move up to 90 ft per turn, perform maneuvers that would squish a regular pilot, and stop on a dime. It receives Edge on all Ranged attacks while transformed. Transformation takes 1 turn.
ATTACKS:
Probe arm (Melee): +d6, Reach
(Toughness, 1 Stun Damage)

2 Raygun Blasts (Targeting): +d8, Range 45 feet
(Evasion, 3 Energy Damage each) Can be set on Stun.

OR

1 Raygun Beam Blast. (Targeting): +d8, Range 30 feet straight line, targets all in the line. (Evasion, 2 Electric Damage all within the line.) Can be set on Stun.

POWERS:
Summon Landing Putties. Summon 2d6 Modified Small Putty Patrollers per Encounter. Putties are Small size, armed with Rayguns and look like stereotypical Gray Aliens. Raygun: Targeting +d4, Range 20′ 1 Electrical.

Deflective Armor: Saucerhead’s chrome metal shell provides him with deflective armor.

HANGUPS:
Easily Distracted: Serious Irrational attraction to Earth cattle. It will literally stop what it is doing to admire a cow.

Thanks for stopping by. The gigantified version and possibly some artwork by yours truly will be published later. (It gets freakier.) I appreciate you! Have a fabulous weekend!

Power Rangers RPG Threat: Fishface.

Things are getting fishy with this villain for Power Rangers RPG.

Inspired by the Murlocs of WoW fame.

“Who would have thought when we woke up this morning we’d be fighting a walking, talking 300 pound mackerel with a herring for a sword?” –Rose, Pink Lightning Force Ranger.

I drew this. Please be kind.

Fishface (normal)
THREAT LEVEL: 4
SIZE: LARGE | HEALTH: 9
TOUGHNESS: 15 | EVASION: 14
WILLPOWER: 14 | CLEVERNESS: 12
GROUND MOVEMENT: 40 ft. | SWIM: 60 ft.
Fishface has been sent to Earth by General Gnarl of the Triumvirate to probe the oceans in search of the Ninja Steel encased Zeo crystal and/or the Rangers’ Base of Operations.
SKILLS:
Alertness +d4
Targeting +d4
Might (Melee weapons) +d6*
Perception +d4
Languages: Putty, English, Fishenese.
PERKS:
Amphibious: Fishface can breathe air and water.
Underwater Acuity: Gains an Edge on Perception and Alertness when underwater.
Immunity: Poison
ATTACKS:
Herring Blade (Sword): +d6, Reach (Toughness, 1 Sharp Damage)
Pufferfish Grenades (Bomb) +d4 Range: 20′-50′ (Evasion, Sharp 1, 10′ Radius.)
Glop Gun: +d4 Targeting. Range 20′-50′ (Evasion, Stun 1, Paralyzing.)
POWERS:
Summon 2d8 Fish Putties: Fishface can call upon amphibious Putty Patrollers that appear similar to him, complete with their own Fish “Swords.”

Coming Gigantified to an ocean fighting venue near you. Have fun.

Power Rangers RPG General Mayhem and the K Putties.

Stats for the General and K Putties as promised.

No, that’s not the name of my garage band.

The General was modeled after American General Douglas MacArthur.

General Mayhem (normal)

THREAT LEVEL: 5

SIZE: LARGE | HEALTH: 5

TOUGHNESS: 16 | EVASION: 14

WILLPOWER: 10 | CLEVERNESS: 10

GROUND MOVEMENT: 30 ft.

SKILLS:

Might +d8
Intimidation +d6
Perception +d2
Targeting +d6

Languages: Putty

PERKS:

Summon 2d6 additional Krohn Putties per encounter

ATTACKS:

Fists (Might): +d8, (Toughness, 1 Damage)
Pistol: (Targeting) +d6 (40ft/75ft Energy 1 or Stun 1)

POWERS:

Shapeshifting: The general can make himself appear human at will, requiring 1 Action to shift between forms. He may be able to shift into appearances other than General Brooks.

HANGUPS:

Arrogant.

Krohn’s Putties aka K-Putties.


THREAT LEVEL: 3
SIZE: COMMON | HEALTH: 3
TOUGHNESS: 16 (18)| EVASION: 13
WILLPOWER: 12 | CLEVERNESS: 11
GROUND MOVEMENT: 25 ft.

They are stronger as well as better armed and armored than average Putties, but a bit slower.
Armor: +2 Toughness, Deflective.

SKILLS:
Might (Martial Arts) +d6*
Athletics +d4
Targeting +d4*
Alertness +d4
Languages: Putty, understands English
PERKS:
Coordinated fire. If 3 or more K Putties fire on the same target, +1CS on their Targeting Roll. A hit still does damage for 1 weapon.
ATTACKS:
Buzzsaw Sword (Martial Arts): +d6*
(Toughness, 1 Sharp Damage)
K Putties are brutal in melee combat.

Bolter Pistol (Targeting) +d4 Range 30ft/50ft. Ballistic, Damage: Blunt 1/Stun 1

HANGUPS:
K-Putties are slower and chunkier than normal putties. As a result they may only ever shoot or attack once in melee. They do still explode like regular putties when defeated.

You may have guessed by now what these guys are based off-of.

Here’s to hoping GW doesn’t freak out on me. Thanks for being here. Have a great weekend!

Power Rangers RPG vs the Military? Part 2.

Oh, and they’re Krohn’s Putties disguised as soldiers. (Did you really think I’d make the Rangers duke it out with real soldiers? Pffft!)

What happens when they say “No.”

In the previous article, I went over what might happen when the group agrees to join the US Army and the absolute nightmares that would follow. The Morphing Grid and Zordon will not likely agree to this plan. So then what happens?

Let’s give the American Military DIA of Earth 129 some credit. They’ve done their homework. The know where the Ranger’s base is. They’ve managed to hack into the base communications and Alpha 4. If the group rejects the offer to join, the military will strike!

Monsters are one thing, but live soldiers?

Okay, there are some plot elements I haven’t mentioned yet. First, because the Triumvirate, the Season 1 bad guys are a military type organization, General Krohn has infiltrated the Army and kidnapped General Bronson and replaced him with a clone, the monster General Mayhem.

The soldiers going in to arrest the Rangers aren’t armed with regular firearms. They have stun staves and blaster pistols. Oh, and they’re Krohn’s Putties disguised as soldiers. (Did you really think I’d make the Rangers duke it out with real soldiers? Pffft!)

Just before the military strikes, the group is going to be distracted by a kaiju attack. Gnarl has sent down Gigalon to threaten Bennet’s Cove. Once the Rangers are engaged with the giant monster using their Megazord, the “military” will shut down the base and the teleporters completely, override and shut down Alphour, and force the base closed.

The plot thickens.

Zordon of Earth 129 was sent to protect the Ninja Steel encased Zeo Crystal. Rather than let the location of the Crystal fall into enemy hands, Zordon will seal the secret chamber to the Morphing Grid interface and retreat within the Grid itself.

Alphour will behave a little differently once she is hacked. The group knows she is fascinated with humans and wants to become more like them. However, hacked Alphour will revert back to her cold, robotic personality. She’s fighting the hacker’s control. She will subtly hint that things are not right in the base, followed by notifying the group that the teleportation system is down. (Locked out to prevent the military from gaining control.)

After that, it’s a typical Rangers RPG adventure.

The Rangers will travel back to the Zord’s hangar in their Zords after dispatching the kaiju. Once everyone is in, General Mayhem will appear and the trap will be sprung! The group will slug it out with the K Putties.

Alphour finally shakes off the hacker’s control, becoming a fully sentient AI. She unlocks the teleportation system and transports the whole works outside. She also back hacks the military and finds the secluded warehouse where the real General Bronson is being held.

Once the K Putties and General Mayhem is defeated (for now,) Alphour teleports the group to rescue the real general. Of course, in true Rangers fashion, once General Bronson is rescued, the monster goes Mega mode and will be ready for that giant monster fight.

Aftermath…

General Bronson is grateful and somewhat indebted to the Rangers for rescuing him. Things could have gone much, much worse. The Rangers (Morphed) are awarded with a medal for bravery. The military agrees to only call upon them to help with giant monsters and other such villainy.

Krohn leaves a few spies in the military unrevealed for future schemes. Even though Alphour has beefed up the firewalls and base defenses both physical and computer. While defeated, the Triumvirate is one step closer to finding the Crystal.

The ROTC comedy relief characters are back to their zany antics and life goes on in Bennet’s Cove.

I’ll put up the stats for General Mayhem and the K Putties in the near future. Of course, we all know no plot survives a run-in with the actual players. Who knows what will actually go down. I can only plan for my NPCs and the bad guys.

I know Krohn is going to continue to manipulate the Army into other plots involving the Rangers. Truth be told, I can’t resist creating an attack helicopter Zord and equipping a land Zord with 120mm cannons. Also, I’m pretty excited for GI Joe RPG… I mean, there’s a Street Fighter/Rangers crossover.

Thank you for being here! I appreciate you. I hope this was useful for you. Please feel free to steal this plot and rock it in your own games. Game on!

Power Rangers in the Military?

I’ve always thought it would be interesting if the US Army took an interest in the Morphing Grid. How would Gosei or Zordon handle it?

This is a subplot I want to introduce into my Lightning Force campaign.

I don’t remember this concept really being explored in depth in any of the Americanized Rangers series. Beast Morphers had Grid Battle Force. RPM had remnants of a military fighting Venjix. Does SPD count? Kinda? Maybe?

I’ve always thought it would be interesting if the US Army took an interest in the Morphing Grid. How would Gosei or Zordon handle it? (Don’t get me started on Alpha 5. There’s a reason my series has Alpha 4.) I see a couple of things potentially happening.

So much potential or a mighty potential for conflict.

Supposing Zordon or whichever Ranger leader said yes to the General’s offer to have the Rangers team up with the military. At which time the Rangers go through Boot Camp and Special Forces Training. Their weapons and Zords get militarized into fighting machines. Everything gets a new paint job. (Red, Pink and Yellow are now gone as Ranger colors…)

Think about how cool military Zords would be. Tank, APC, Attack Helicopter, Jet, and Patrol Boat Zords. Maybe even a Battleship Zord? (Carrier Zord like Pyramidas?) The potential firepower would be insane. We’re pretty much talking Transformers at this point. Not to mention what the military would do with a working teleportation system. <Shudder.>

It gets crazier yet. Now the military has access to a team of nigh-unstoppable commandos to carry out secret ops anywhere in the world. Their new weapons and gear are enhanced by their Ranger armor and abilities. Soon, every major military in the world is trying to tap into the Morphing Grid.

Photo by Somchai Kongkamsri on Pexels.com

This is where it gets really dark.

It gets grim fast.

So we now have these teenagers that have been trained to kill on command. I mean, blowing up Putties is one thing, sure. But live human beings that have no affiliation to Rita or any other baddies? That’s grim.

Not only that, but killing other humans pretty much violates everything the Grid stands for. Not to mention the notion that a lot of Japanese entertainment has been pretty much against gun violence since WW2. That’s why Rangers usually go in for melee tactics and martial arts every chance they get in the TV series. Yes, Zords and even the Rangers themselves tend to be armed to the gills with ranged firepower. Do they use it very often? Nope.

Right there is where Zordon, Gosei or whomever, possibly the Grid itself would say, “No” to any offer to have the Rangers join the military. Sure, the Rangers will go fight kaiju and other monster threats. The Power Rangers are heroes at their core, not soldiers. Alas, that would leave the military with the other, less subtle option which I will discuss in another article.

Power Rangers RPG Emojimon

A floating yellow orb has come to turn innocent bystanders into statues, forever staring at their mobile devisces.

A glowing yellow ball with lots of feelings about things…

Emojimon is the latest baddie sent by Slayn of the Triumvirate to torment the Rangers. Even the Putties accompanying him display an emoji over where their faces would be. Unsuspecting humans are put in a trance by their mobile phones and similar devices while the glowing yellow orb feeds on their emotions. All innocents will be freed of their trance once Emojimon is defeated.E

Emojimon
THREAT LEVEL: 3
SIZE: COMMON | HEALTH: 5
TOUGHNESS: 12 | EVASION: 16
WILLPOWER: 17 | CLEVERNESS: 17
Flight MOVEMENT: 30 ft.
A floating ball of energy that hovers 3′-5′ above the ground.
SKILLS:
Initiative: +1d6
Deception: +1d4
Insight +1d4*
Perception +1d4*
Stealth +1d4
Targeting +1d8
Languages: Putty
PERKS:
Summon Putties (2/Scene, Free): Snizzard can use
its full action to summon two Putty Patrollers to any
spaces within 15 ft., which begin their turn at the
end of Emojimon’s next turn. If Emojimon is destroyed,
all summoned Putty Patrollers disappear.

Immunities: Ranged Physical. All Physical Melee.

ATTACKS:
Multiple Eye Beam Attacks: Emojimon makes two ranged attacks
Targeting +1d8. Range: 80/300 ft. (Evasion, 1 Energy Damage)

POWERS:
Phone Zone. Anyone caught in the direct gaze of Emojimon or looking at their mobile device within 300 feet of Emojimon suffer an attack on Willpower. Anyone hit is frozen and forced to stare at their device until Emojimon is destroyed.

Emotional Damage: Emojimon can project an emotion onto any living target using a Ranged attack vs target’s Willpower. If successful, the target is overwhelmed with whatever emotion Emojimon had on display during the attack. (Happy, Sad, Angry, etc.) Effect lasts until Emojimon is destroyed. (Or the Rangers find a cure.)

Hangups:
Stunned for 1d4 turns if it sees its own reflection.
Susceptible to Phone Zone or Emotional Damage reflected back onto itself.
Vulnerable to its own eye beams.

Power Rangers RPG 1d12 Innocent Bystanders

Two quickie 1d12 tables for Power Rangers or similar Sentai RPG.

Roll 1d12. Some of these bystanders come with plots attached.

  1. TV News reporter. Cameras are rolling…
  2. Construction worker.
  3. Jogger.
  4. Food truck vendor. (Truck may or may not be nearby.)
  5. Famous novelist.
  6. Former Pro Athlete.
  7. Rangers Fan Club President.
  8. Social Media Influencer doing a Live Stream.
  9. Politician looking for votes.
  10. High school kid. (Knows one of the Rangers out of costume.)
  11. Police officer.
  12. Fire Fighter.

Since Power Rangers takes place in a high school, here are 1d12 high school tropes to work with:

  1. The star struck Power Rangers fan.
  2. Aspiring musician/poet/writer.
  3. Antisocial goth.
  4. Comic book/game nerd.
  5. Jock/athlete or Cheerleader.
  6. The popular kids.
  7. The school bully.
  8. The overcommitted extracurricular kid.
  9. The activist.
  10. The shy kid.
  11. The academic over achiever.
  12. An alien, robot, or monster in disguise

Realism in Power Rangers RPG?

How realistic do you want the damage in Power Rangers RPG to be? Are we talking Friday the 13th or Mickey Mouse Clubhouse?

It’s based on a kids’ show for cryin out loud!

I had a little something come up during Zord battle training the other day and I’m still trying to decide how to handle it. See, we have these big, intelligent, heavily armed machines called, “Zords.” They have cannons, lasers, missiles, and powered melee weapons.

The Megazord, formed from all of these heavily armed machines is a force to be reckoned with in its own right. By the rules, it gets to use the team’s Enhanced Melee or Ranged attack. It can also rely on any given (strongest) Zord’s melee or ranged attack. In theory, a Megazord is capable of launching attacks that would make a 100 Ton Battletech mech blush.

Martial Arts aside, the Rangers themselves are packing some serious heat.

They’re Power Rangers, so it’s not like we’re talking about regular modern firepower. The Ranger teams have access to the Morphing Grid and a truly fabulous amount of lasers, powered tonfas and concussion grenades for examples. Even the act of morphing itself causes a massive explosion (of propane) behind the Rangers. Kaboom! (Pose.)

But what about their surroundings?

Mysteriously, most of the Ranger battles seem to happen after all the innocent bystanders clear out. Where do the civilians go? No idea. Just not in the battle zone. What about all of the cars, homes and businesses in the blast radius?

How many people lose their cars because a Zord squished them? Was the car empty? <cringe> Hopefully. What about restaurants? Food trucks? What happens to the business owner when the proverbial china shop gets trampled by the Bull Zord?

How do innocent bystanders recoup their losses?

Does Zordon have a massive expense account with the City of Angel Grove? I get series such as Beast Morphers where Grid Battleforce has military powers granted by various cities. Power Rangers RPM is another unique case where damage is pretty much expected.

But what about in a “regular” campaign? Is the mayor going to send Zordon a bill? Are the police coming to arrest the Green Rangers after the Dragon Zord flattens a police station accidentally? Has anyone seen Fong’s Taco Truck? Oops. Insurance is gonna hate that one.

Pure monster smashing firepower in the hand of teenagers…

Has anyone in the history of Power Rangers ever thought this through? If we were talking real world 9mm-120mm rounds ranging from handguns to artillery pieces, not to mention bombs, missiles and rockets- would you really want that kind of damage in the city?

Ranger Team (In Unison:) Ranger Cannon- FIRE!
Slimy Tentacle Monster: Oh no! (Fiery explosion.)
Pink Ranger: Wasn’t there a taco truck behind him before the explosion?
Red Ranger: Monster vanquished.
Slimy Tentacle (Mega) Monster: (Growing to Towering Size) Gigantify!
Zordon: Send in the Zords!
Crazed citizen Number 1: They’re calling their Zords! RUN for your lives!
James Fong: My taco truck! NOOOooooo! I had one payment left!
Tammy Chen: No worries, I got out before it blew and recorded the whole thing on my phone.
James Fong: That’s great that you’re alive. My poor truck. (sobbing noises.)

That’s just a regular battle in the TV show. Imagine the bloody nightmare if we added graphic realism. What if the Rangers successfully summoned a 60 Watt laser? Even one shot would still be going for quite a ways. Yeesh. Messy and expensive.

Let’s not even bring in the wound trauma and psychological damage. Rangers are wearing powered composite armor shells that shield them. Your average innocent bystander is not. Corrosive slimy tentacle blasts could get seriously messy. Luckily for us, it’s Nerf or nothing.

Yup. Foam rubber monsters and Nerf guns.

We’re dialing it down considerably for our campaign with the kids. GI Joe is probably going to look similar. We’re going from Texas Chainsaw Massacre down to well, Power Rangers TV. Although I still intend to occasionally point out collateral damage to the group. If they’re going to fight in a heavily populated area, there might be some consequences.

In the end, it really is up to each individual GM as to how much “realism” they want to insert into the game. I’m keeping the violence within PG-13 standards. I’ve been in mecha campaigns that were far worse. Your mileage may vary.

Thanks for being here. I appreciate all of you. Have a great day.

D12 Subplots for Power Rangers RPG

Two quick tables to inspire the GM.

Roll 1d12 to determine this week’s non-specific subplot.

  1. Shutterbug! Someone snapped a pic of a Ranger morphing. What will happen to the pic? The Ranger? The person who saw it?
  2. Imposter! Someone is going around school bragging about being the Red Ranger. It’s all fun and games until real trouble starts.
  3. Homework. Someone has gotten a little behind on their classes and has papers due and a major chemistry test tomorrow. Help!
  4. Cheesecake. One Ranger’s favorite food is going missing all over town. Who’s behind it and why?
  5. Collateral Damage: The group runs into someone whose home was crushed during a Megazord battle. Impassioned pleas for assistance fall on Ranger ears.
  6. College Scout: A recruiter for a major university is looking for fresh talent and has heard of one Ranger’s ability in that sport. Will he/she be there in time for the big day?
  7. Birthday: The group is planning a surprise party for one of the other Rangers. Unfortunately, it’s tough to keep it a secret and plan the party in the midst of monster battles.
  8. Teleporter Glitch: Electromagnetic interference from Earth’s atmosphere knocks the teleporter and the Ranger comms temporarily offline and scatters two of the Rangers to Italy and South Africa. The rest of the group is forced to get by while the two stranded Rangers try to get home.
  9. Puppy Sitter: One of the Rangers temporarily inherits custody of a precocious, adorable, troublesome, high maintenance puppy dog.
  10. Celebrity Status: One of the Rangers makes a big headline while morphed. The reporter is trying to make one of the Rangers famous by reporting all of their exploits in excruciating detail.
  11. Call of the Job: One of the Rangers has been offered a great new job, but it begins to distract from school, Ranger duty, and relationships.
  12. Big Crush. Someone at school has a major crush on one of the Rangers. This is made more complicated by whatever monster the group is facing this week grabs him/her as a hostage.

Bonus Table: Random Locations for Monsters to Appear:

Roll 1d12 to determine where this week’s monster might pop up first.

  1. Park. Lots of playground equipment and innocent bystanders.
  2. Sewer. Random and euww stuff around.
  3. In front of the Local News Channel.
  4. The popular kids’ hangout.
  5. High School. Middle of the day.
  6. Senior Citizen’s Center.
  7. Popular Restaurant.
  8. Amusement Park/Carnival.
  9. Grocery Store.
  10. Baseball Field (Or whatever sport is in season.)
  11. Swimming Pool.
  12. Random Back yard in the residential area.

Mega Skeeter for Power Rangers RPG

Skeeter got a whole heap bigger when the Triumvirate brought him back Mega Sized. He’s bigger, angrier, and hungrier than ever!

“Gigantify!” – Cosmo, Power Rangers Ninja Steel.

Skeeter (Mega Size)
THREAT LEVEL: 10
SIZE: Towering | HEALTH: 10
TOUGHNESS: 17 | EVASION: 15
WILLPOWER: 11 | CLEVERNESS: 11
GROUND MOVEMENT: 30 ft. Fly: 30 ft.
Skeeter got a whole heap bigger when the Triumvirate brought him back Mega Sized. He’s bigger, angrier, and hungrier than ever!
SKILLS:
Might +d8 *With Edge due to Megasize
Intimidation +d8
Perception +d2
Targeting +d6

Languages: Putty
PERKS:
Super Strength: When Skeeter grows, it
gains Edge on all Brawn and Might Skill Tests.

ATTACKS:

Beak (Might): +d8, Reach (Toughness, 3 Sharp Damage)
Skeeter’s beak does piercing damage, even through armor or metal.

Grappling (Might) +d8 Reach (Evasion initial, Toughness after. Power Drain- See Powers. On a successful attack, the target is grappled with all four arms and jabbed with Skeeter’s beak. Until this grapple ends, the creature is restrained, and Skeeter cannot attack another target. Every round following the initial grab, Skeeter begins absorbing the Zord’s energy at the rate of 1 per turn until released.

Electro Beak Blast (Targeting): +d6, Range 120 ft. (Evasion, 3 +1 per Essence drained. Electrical Damage) Skeeter emits an electrical blast in a 120-foot line, affecting all targets within the area.

POWERS:
Power Drain: If Skeeter successfully grapples his target, he drains the power directly from them through his beak. In addition to the physical damage, he inflicts -1 Essence from one random Ability Score per turn until the victim is released. Victims recover their Essence at the rate of ONE level per day. Characters reduced to 0 is incapacitated and out of action until healed. Skeeter can only hold 5 Essence drained this way before becoming full.

Hang-ups:
Big Skeeter loses the hang-ups about smoke and bug spray at this size unless there is a cloud capable of enveloping it.

Big Skeeter is still easily distracted, but again, a LARGE distraction is needed.

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