Monstober Day 26: Toy.

Kronus’ most recent creation. Mega Action Man comes with 16 points of articulation, Super Jujitsu Grip, Laser sword, Atomic Raygun, Rocket pack, and Missile launcher. Other figures and playsets sold separately. Batteries not included.

Toy Robot Man for Power Rangers RPG.

Mega Action Man

THREAT LEVEL: 7
SIZE: COMMON | HEALTH: 12
TOUGHNESS: 16 | EVASION: 16
WILLPOWER: 13 | CLEVERNESS: 16
GROUND MOVEMENT: 30 ft.
AERIAL MOVEMENT: 60 ft.
Kronus’ most recent creation. Mega Action Man comes with 16 points of articulation, Super Jujitsu Grip, Laser sword, Atomic Raygun, Rocket pack, and Missile launcher. Other figures and playsets sold separately. Batteries not included.
SKILLS:
Initiative +d4
Intimidation +d4
Melee +d6*
Perception +d4
Targeting +d6*
PERKS:
Rocket Powered Leap: .
Super Jiu Jitsu Grip: is a trained combatant and receives Edge on all unarmed combat as long as it is not wounded.
ATTACKS:
Unarmed Combat (Melee): +d6*, Reach (Toughness, 1 Blunt Damage)
Atomic Raygun (Targeting): +d6*, Range 30 feet (Evasion, 1 Energy Damage)
Lightning Vision (2x/scene, Targeting): +d4, Range 20 ft. (Evasion, 1 Electric Damage) lightning from its eyes in a 20 ft. line, targeting all creatures in that area.
The Laser Sword: (Melee): +d6*, Reach (Toughness, 1 Laser Damage)
The Missile Launcher: Once per scene: Targeting): +d6*, Range 120 ft. (Evasion, 1 Explosion Damage)
POWERS:
Plasticine body:
HANGUPS:
Weak Point: Mega Action Man’s strength resides within the screw on his back that holds him together.

Promptober Day 25: Deep Ocean.

In more modern settings, everything is usually cool unless the players find themselves running out of air, losing hull integrity of their vessel, or having to travel outside of a ship. On the other hand, really scary, huge things live underwater. Things such as kaiju.

When I think of the ocean, I think of Godzilla.

I think most DMs/GMs/et al tend to shy away from deep oceanic adventures. I know I do because in a fantasy campaign one must fiddle around with characters having to breathe, see, survive, fight, and sometimes cast spells underwater. It is difficult at best. Right up there with 1st Ed AD&D planar travel.

In more modern settings, everything is usually cool unless the players find themselves running out of air, losing hull integrity of their vessel, or having to travel outside of a ship. On the other hand, really scary, huge things live underwater. Things such as kaiju.

I’m worked with an adventure for Season 1 of my Power Rangers RPG campaign that covered the topic of kaiju. The presence of something similar to Godzilla wandered up on shore near Bennett’s Cove and and to be guided back out to sea.

Of course, the military, the Rangers, and even the bad guys were all super confused by the presence of such a monster that was seemingly under no one’s control. The creature rampaged because a nuclear plant was being built nearby and it felt the need to let the humans know that it was not okay to build one. The Rangers fought compassionately to get the creature back out to sea without wrecking the city. In true Mighty Morphin fashion, no one was seriously injured, but the nuclear plant’s construction site was smelted into glass by the kaiju’s breath weapon and stomped on by the Megazord. Needless to say construction has halted.

Who knows what other gigantic things could be lurking in the waters of a deep ocean. Real life humanity has barely explored most of the deep blue. Giant squid, sharks, and other sea life could be just the tip of the proverbial iceberg. There is always more lurking below.

Thanks for stopping by. I appreciate you! Have a great rest of the week.

Monstober Day 12: Face

A face has appeared out of nowhere. It seemingly has no body, no arms, legs. It’s as if a face were printed on one side of a massive coin. It flew into Bennet’s Cove unannounced, silently, and began taking over the minds of the townspeople. Now it’s up to the Power Rangers Super Lightning Force to stop it.

A new threat for Power Rangers RPG.

“I’m waiting for Brock to say it,” Olivia remarked over the comms.
“Nah. He won’t go there,” replied Trent.
“Guys, we’ve fought a lot of weird stuff, but this one wins the prize. First it’s a UFO. Then it’s a freaky face. Now it’s MY face. What the heck?!?”
“Guess he went there,” Xander said quietly as everyone tried to contain their laughter. “Face puns incoming.”

A face has appeared out of nowhere. It seemingly has no body, no arms, legs. It’s as if a face were printed on one side of a massive coin. It flew into Bennet’s Cove unannounced, silently, and began taking over the minds of the townspeople. Now it’s up to the Power Rangers Super Lightning Force to stop it.

That Face.
THREAT LEVEL: 8
SIZE: LARGE | HEALTH: 6
TOUGHNESS: 16 | EVASION: 16
WILLPOWER: 20 | CLEVERNESS: 20
Flight MOVEMENT: 30 ft.
SKILLS:
Targeting +d8*
Initiative +d6
Languages: English, French, Spanish, Japanese, Chinese, Putty.
ATTACKS:
Energy Beams (Targeting): +d8*, Range 90 ft.
(Evasion, 2 Energy Damage)

Sonic Ray (Targeting): +d8*, Range 20 ft.
(Evasion 1 Sonic Damage, Stun.)

Mind Control Ray (Targeting): +d8*, Reach 100 ft. (Willpower,
Target falls under The Face’s Control)

Powers:
Mimic Faces/Voices: The Face uses a limited form of telepathy, allowing it to mimic the face and voice of anyone it sees. However, it does not know what the person being mimicked thinks or knows. This power can be used to confuse or misdirect opponents.

Mind Control Ray: The Face emits a Mind Control Ray to any one target within 100 ft. If it hits the target must make a Willpower save or fall under the Face’s Control. Additional saves may proc if the target is prompted emotionally by friends, family, etc or asked to do something completely contrary to their nature. Only one target at a time may be controlled. Once controlled the target may move any distance and still be controlled. The Face is able to see and hear through the senses of the controlled target.

Teleport anywhere between the Earth and the moon 1x/Scene.

Hangups:
Unable to walk or engage in melee combat.
Gigantify! completely rewrites this threat’s structure and abilities.

Monstober Day 9: Nail

Lil Tacky is a nail animated by Kronus’ freakish magic. He can never quite find an appropriate comment and is terribly dressed.

Nailer and Lil Tacky for Power Rangers RPG.

(Artwork at a later date.)

Nailer:
THREAT LEVEL: 7
SIZE: LARGE | HEALTH: 12
TOUGHNESS: 16 | EVASION: 16
WILLPOWER: 13 | CLEVERNESS: 16
GROUND MOVEMENT: 30 ft.
Nailer is an electric nail gun animated by Kronus’ freakish magic.
SKILLS:
Initiative +d4
Intimidation +d4
Melee +d6*
Perception +d4*
Targeting +d6*
PERKS:
Big Nail: 2/day shoots a triple sized nail (Ranged) +1d6*, Range 90′, (Evasion 3 Ballistic damage. 20′ Area Damage.)
Hammer Strike: Nailer is a trained combatant and receives Edge on all unarmed combat as long as it is not damaged.
ATTACKS:
Hammer Fist (Melee): +d6*, Reach (Toughness, 2 Blunt Damage)
Nail Gun (Targeting): +d6*, Range 30 feet Up to 3 targets(Evasion, 1 Sharp Damage)
POWERS:
Summon Lil Tacky and up to 1d12 Putty Patrollers.
HANGUPS:
Needs to occasionally siphon electricity from a large source such as a light pole or transformer station or runs out of power.

Lil Tacky:
THREAT LEVEL: 5
SIZE: Medium | HEALTH: 10
TOUGHNESS: 16 | EVASION: 16
WILLPOWER: 13 | CLEVERNESS: 16
GROUND MOVEMENT: 30 ft.
Lil Tacky is a nail animated by Kronus’ freakish magic. He can never quite find an appropriate comment and is terribly dressed. His mission in life is to hang out with his big buddy Nailer.
SKILLS:
Initiative +d4
Intimidation +d4
Melee +d6*
Targeting +d4
PERKS:
Skinny profile. Enemies suffer a Disadvantage on all ranged attacks.
Living Spike: Can turn into a giant nail and embed himself into the ground or other surface making him almost impossible to hit.
ATTACKS:
Fencing Nail (Melee): +d6*, (Toughness, 1 Sharp Damage)
Throwing tacks: (Targeting): +d4, Range 30 feet Up to 2 targets (Evasion, 1 Sharp Damage)
POWERS:
Summon and command 1d10 Miniature Putty Patrollers.(Small Size.)
HANGUPS:
If Embed is used, Nailer needs to use the claw part of his hammer to pry Lil Tacky up.

Monstober Day 6: Lantern

Lampy looks like a miner’s lantern with arms and legs. He carries a Laser Lamp as his weapon.

Lampy for Power Rangers RPG

THREAT LEVEL: 7
SIZE: LARGE | HEALTH: 12
TOUGHNESS: 16 | EVASION: 16
WILLPOWER: 13 | CLEVERNESS: 16
GROUND MOVEMENT: 30 ft.
AERIAL MOVEMENT: 60 ft.
Lampy looks like a miner’s lantern with arms and legs. He carries a Laser Lamp as his weapon.
SKILLS:
Initiative +d4
Persuasion +d4
Melee +d6*
Perception +d4*
Targeting +d6
PERKS:

ATTACKS:
Unarmed Combat (Melee): +d6*, Reach (Toughness, 1 Blunt Damage)
Laser Lamp (Targeting): +d6, Range 30 feet (Evasion, 1 Fire Damage 20′ Cubic area.)
Lampy shoots an fireball from body, dealing fire damage.
Laser Light Vision (2x/scene, Targeting): +d4, Range 20 ft. (Evasion, 1 Energy Damage) Lampy emits blue and yellow lightning from its eyes in a 20 ft. line, targeting all creatures in that area.
POWERS:
Summon Jak the Intern and Gourdie.
Summon Putty Patrollers (12)
HANGUPS:
Glows brightly.
Easy to Find.

Promptober Day 2: Parallel Worlds.

The group is forced to cope with drastic changes as timelines and reality shifts around them. Getting home to their Earth will require cunning, willpower, sacrifice, and perseverance.

Power Rangers Lightning Force Special: Passing the Lightning.

Synopsis: The group is forced to cope with drastic changes as timelines and reality shifts around them. Getting home to their Earth will require cunning, willpower, sacrifice, and perseverance.

  • Billy finishes helping with the Zord repairs and departs for Earth 11, taking his own Zord and Morpher with him.
  • Rose takes over in the command center from her wheelchair with assistance from Alphour at the end of Episode 4.
  • She begins attuning herself to the Morphing Grid, trying to learn where Zordon went and why he disappeared so suddenly.
  • A monster attacks Bennet’s Cove under the command of the Dark Phoenix Ranger. They appear to be searching for something or someone.
    Rose proves an excellent replacement for the missing Zordon.
  • At the end of the battle, the Dark Phoenix Ranger teleports back to the moon. The newest monster disappears in a giant puff of blue smoke that is strikingly similar to the aura around the D-Portals used by the military during the Tankzor incidents.
  • Before the team has a chance to catch their breath, a portal opens and the White Tiger Ranger from Earth 11 steps through. He says his name is Tommy Oliver and he needs the team’s help to fend off a villain that threatens to destroy their Earth if not stopped. The consequences could ripple through multiple Ranger reality timelines.
  • Assuming the Rangers agree to follow, after Rose confirms what Tommy is saying, they will be transported through the rift and onto a very dark, almost apocalyptic Earth, Angel Grove, circa 2020. Tommy is immediately confused.
  • The group is confronted by a patrol of robotic warriors under the command of something called “Venjix.” Three more Rangers appear. One is Chase, a member of the Turbo Rangers native to the current Earth. One is Zach, the Black Ranger from an Earth where the Machine Empire took control, and the final one is Jackie- Pink Ranger from an Earth that successfully fought off a Venjix variant called “Evox.”
  • One of Venjix’s hench monsters, Calculix, is planning to launch Heaven’s arrow into space and channel Morph-X into a portal that will tear open time/space and allow Venjix to spread to multiple worlds and contact multiple villains.
  • The group has several avenues of approach to get to Calculix. They can also cut off the Morph-X supply to the arrow chamber. The Earth 129 Crew also has the ability to summon their Zords through a portal to form the Mega Lightning Zord if called upon.
  • Calculix has built a formidable defense around his fortress, including some Morph-X powered Heavy Drones and Tank drones. If threatened by a large frontal assault, Calculix will call down a Giga Drone, which requires a Zord to properly battle.
  • Zach will try to approach from a military perspective. Tommy will listen to everyone’s input before making a decision. Chase is still suffering from the loss of his team. Jackie rapidly comes to the realization that her Earth is unique in that they had a Pink Ranger at all.
  • It’s up to the group to approach Venjix/Calculixs’ very carefully planned defenses and stop the launch before the planets align.
    Calculix will go Mega mode if destroyed or to launch the arrow.
  • Assuming the group is successful, Jackie offers to come to Earth 129 as their Pink Ranger. Tommy offers the group their own portal device to maintain communications, Zach returns to his world to fight crime and resist the machines. Chase goes off to rebuild his own team.

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 Ranger Monsters of the Week.

Power Rangers Lightning Force: Krohn’s monstrous lieutenants.

Roll a 1d12 on the table below:

Krohn’s Minions for my Power Rangers Lightning Force campaign:

  1. Buzzaw: Part fly, part buzz saw. All bad news
  2. Tomato Thirster: Big, red, scary red winged guy that tanks up on tomato juice.
  3. Frazettus: Frightful looking armored guy with two giant axes. Kinda serious.
  4. Doom King: Another leather winged large, scary guy with delusions of grandeur. He actually means business.
  5. Konquerer: A giant armored ape with wings. Served Krohn on multiple planets.
  6. Sheera: Elegantly dressed muscular woman with wings and a big sword.
  7. Tentacles: A big black ball of tentacles with eyes and a thirst for destruction.
  8. Korvix the Blood Hound. Wicked looking tracker in Krohn’s army.
  9. Drillar: A giant wasp with four drills for arms and a drill for a tail.
  10. Punchie: Cartoonish boxer with oversized boxing gloves on spindly arms.
  11. Abbadness: Giant suit of powered armor with a human woman’s head. Top lieutenant for years. Big powered sword. Plotting and scheming.
  12. “Him.” or “He of No Name.” Big, scary winged devil with a bullwhip and massive axe. Serious business. Triumvirate will instantly regret summoning him.

Krohn is the scariest of all the Triumvirate generals. Spoiler alert: He’s the main villain of Season Two: Super Power Rangers Lightning Force after absorbing

Power Rangers RPG More Random Threats

This time: Mundane items and Freaky Flora.

I’ve been watching Power Rangers Beast Morphers for inspiration lately.

I’m all caught up on Dino Fury, so I went back and started watching Beast Morphers. I love how new monsters are born from an injection of Morph-X into common objects.

Roll 1d12 for common objects turned monstrous. Please consider powers and perks appropriate for smashing those pesky Rangers.

  1. Bicycle tire pump
  2. Vacuum cleaner
  3. Golf Ball
  4. Satellite Dish
  5. Stapler
  6. Video Game Controller
  7. Lamp
  8. Clock
  9. Fire Extinguisher
  10. Frying Pan
  11. Comb/Brush
  12. Pillow

Combine with other monster types for even more freaky threats.

Bonus Table: Freaky Flora.

Please roll 1d12. Can be combined with monsters from other tables.

  1. Pine Tree
  2. Rose Bush
  3. Carnations
  4. Pansies
  5. Shrubbery
  6. Oak Tree
  7. Grass
  8. Vines
  9. Dandelion
  10. Fruit Tree (Apples, oranges, mangoes, etc.)
  11. Fern
  12. Venus Flytrap

New Power Rangers RPG Random Threats

General Gnarl’s main henchbeasts are on tap today.

Today we’re diving into some of my Lightning Force Rangers campaign bad guys. I’m starting off with the freakiest of the bunch, General Gnarl. His lieutenants are designed around a horror/ooze theme. Not all of the lieutenants listed will be used this season, hence the random table.

A little bookkeeping first. Unless we are specifically referring to a Monster of the Week, all creatures working on behalf of the bad guys are now called, “Threats.” This comes following Renegade Con and the appearance of the “Fan Preview Guide.” Dunno why we’re calling it that, but hey- we’re cool.

Renegade did us a solid.

They also did us another solid with this little tidbit in their FAQ:

We finally have a formula for generating new Threats.

That having been said, here is a list of General Gnarl’s monsters presented here in name only. Stats to follow at a later date if/when we ever figure out how the OGL works with this game or if there even is one…

Please roll 1d12 and consult the table below:

  1. Necrolord Abominus: Raises zombies (Putties, but mud and bone.)
  2. Oozemaster: Slimy abomination determined to spread goo everywhere. Yuck.
  3. Bonehead: Dude is literally a giant skeleton. Shoots cool eyebeams. Hard to hit.
  4. Boiler Belly: Metal monstrosity with a belly full of green fire and a door to blast it with. Superheated when angry, which is quite often.
  5. Zitius Maximus: Rubbery monster covered in small holes capable of spewing nasty slime. Slime turns people into gelatinous masses. Mega mode is volcanic.
  6. Wrecking Ball: Ball of solid metal with arms and legs. Uses the chain on his head as a weapon. Super tough, not necessarily super smart. Arm chain tentacles?
  7. Achoo Chu: Somewhat comical train with a huge nose. (Think Thomas the Tank Engine costume.) Spreads an incapacitating disease called the “Sneezles” causing uncontrolled sneezing in its victims. Disease is cured when monster is defeated.
  8. Double Fist: (Picture Hitmonchan from Pokemon made of solid metal and a smooth head.) Has four arms. Boxing beastie that doubles itself when damaged.
  9. Tri-Cycler: Three headed Centaur with two small wheels in the back and one huge wheel up front. Cannon on the back.
  10. Spawn Camp: A walking, talking miniature log cabin that releases small, bipedal humanoid minions. Has a mortar on its back.
  11. Gas bag: A hot air balloon shaped humanoid biped that sprays sleeping gas everywhere. Its noxious odor is also capable of stunning people.
  12. Gunnarl: Gnarl’s shorter, pudgier version of himself. Carries a gun almost bigger that he is. Acts and talks like Gnarl only in a smaller, cuter voice.

Bonus Table: Serious Damage.
Please roll 1d12 and see what any give threat might be able to shoot:

  1. Heat Ray
  2. Freeze Ray
  3. Lightning Bolt
  4. Laser Blasts
  5. Cone of Fire
  6. “Toxic” Gas
  7. Force Blast
  8. Projectiles (Spikes, arrows, shuriken, bullets?)
  9. Explosive Projectiles (Cannon balls, propane canisters, etc)
  10. Energy Beam (Pure power, plasma?)
  11. Sonic Blast
  12. Acid.

Game stats to follow. Have a great week. Thank you for visiting.

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