OSR Rangers – Quick and Dirty rules for Power Rangers style gaming

Character Creation – Attributes
The first stage of character creation for a Power Rangers style OSR game is the most difficult stage as it is the most deviant from normal OSR rules. This is because of the differences between the character in their civilian form and their ranger form.
As stated in the newest incarnation of Power Rangers, access to the “Morphing Grid” changes the baseline human in many ways. This includes making them stronger, faster and gives them knowledge and muscle memory of a veteran martial artist. However, these new abilities are often limited to the “Ranger form” of the baseline human with few exceptions.
As such during the first stage of character creation the Ranger-to-be should begin with a baseline of 8 in five of his six attributes and a 10 in the sixth. After the player decides where he wants his baseline scores roll 1d6 for each attribute and add the result to the total.
Once the player has created his baseline human character’s attributes it is time for him to become a Power Ranger and create the second attribute block for his Ranger Form. To do this the player starts with his baseline human attributes and rolls an additional 1d6 for each attribute and an additional 1d4 for one of those six attributes and adds the results to his baseline human attributes.
Table 1: Attribute Scores
Attribute Score
Attribute Modifier
8
-1
9
+0
10
+0
11
+1
12
+1
13
+1
14
+1
15
+2
16
+2
17
+2
18
+3
19
+3
20
+3
21+
+4

Character Creation – Ranger Form
After the player has rolled his attributes it is time for him to pick his ranger form. In Power Rangers there exist typically five to seven rangers, each representing one color on the chromatic scale. While in this form the Ranger is typically referred to by their color and another signifier; typically a number or idea.
For this OSR style Power Rangers roleplaying game there are two ways in which the player may choose his Ranger Form. The first is by rolling a 1d8 and consulting the table below. Conversely, the Game Master may do this for the player during actual roleplay when the players receive their Ranger Forms for the first time. The other method is for the players to all discuss with one another who their favorite Rangers are, who they would like to emulate and through this to create both their Ranger Forms and basic ideas of their expanded characters.
Table 2: Ranger Forms
Dice Roll (d8)
Ranger Form
1
Red
2
Blue
3
Black
4
Special Ranger*
5
Pink
6
Yellow
7
White
8
Green

The Special Ranger is typically a Ranger who is not defined by the Chromatic Scale and sometimes is not even truly a Ranger. If a player rolls a Special Ranger allow him design and invent his own Ranger. Being a Special Ranger does not grant him any abilities different than any other Ranger but does allow for one extra ability and a special flaw (note, normal Rangers do not have a flaw).
Character Creation – Abilities
Every Ranger has a special ability granted to them due to their connection to the Morphing Grid. These abilities are the closest to thing to a “super-power” that most Rangers have while both in and out of their Ranger forms.
When using their abilities the Ranger add his ability score (see table below) to half his or her level and the result of a d20 roll. While there are a list of abilities that a player may chose from below, it is suggested and even recommended that the players and the Game Master work together to create abilities that are unique to the game’s “Ranger Theme”.
Table 3 – Ability Scores
Level
Ability Score
1
+1d4
2
+0
3
+0
4
+1
5
+0
6
+0
7
+0
8
+1
9
+0
10
+1d4
11
+0
12
+0
13
+0
14
+1
15
+0
16
+0
17
+0
18
+1
19
+0
20
+1d4
21+
+0

Sample Ranger Abilities
Elemental Manipulation – The Ranger picks one of the four classical elements (typically one that can be associated with his Ranger Color) which he can control to a limited degree.
·         Examples:
o   Fire Control: twice per day the Ranger can create a fiery burst that combines with his attack to deal his ability score in damage on top of the damage from the attack.
o   Water Control: twice per day the Ranger can summon a small tide of water to knock a number of enemies equal to his ability score to the ground.
o   Earth Control: twice per day the Ranger can create a glove or boot from rock to add his ability score to his damage result.
o   Air Control: twice a day the Ranger can summon a gust of wind that will knock a number of enemies equal to his ability score to the ground.
Super Ability – The Ranger can pick a typical “super” ability such as super-strength or speed to use at the Game Master’s discretion. Typically any feats conducted with a “super” ability would result in the Attribute modifier most likely to be associated with that “super” ability to be added to the roll result.  
Sonic Scream – The Ranger can let out a burst of sound that causes all enemies to be confused and may or may not knock them off the ground.
Hardened Skin – The Ranger can twice a day make their skin as hard as a rock or metal negate any damage from an attack.
Invisibility – The Ranger can twice a day make themselves invisible to everyone around them for up to 10 rounds. Every round they must roll against a number set by the Game Master to remain invisible.
Force Field Projection – The Ranger can twice a day create a force field that can reflect any projectile force or weapon for up to four rounds over a 10 square line in front of the Ranger.
Teleportation – The Ranger can twice a day teleport himself up to 60’ for his present location. The Ranger can only teleport to areas he can actively see and that are not occupied.
Sample Special Ranger Flaws
As stated before any Special Ranger is subjected to a flaw. This could be a flaw in the design of his Power Morpher, a flaw in his personality or something else altogether. Below are three sample flaws for the Special Ranger. However it is suggested that the Special Ranger and the Game Master discuss the character and what would work best for the story being told and create a unique flaw for that particular Special Ranger.
Evil Taint – The Ranger’s Morpher was once tainted by an evil force and now every time the Ranger uses his Morpher he risks being taken over by an evil influence. When the Ranger transformers he must roll a d20 and add his Wisdom modifier. If the Ranger fails this roll there is no immediate result, however, after ten failures he is overcome by the evil force and becomes an enemy to the other Rangers.
Power Drain – The Special Ranger’s powers are limited and either will eventually fade away or start using the Ranger’s own life-force to power his Ranger Form. If the former the Ranger can transform up to 50 times before he loses the ability to change. If the latter after 50 transformers the ranger loses 1 point of Constitution for every transformation.
Berserker – The Ranger is prone to lose himself in battle and loses sight of who is friend and foe. During any combat situation the Special Ranger must roll a d20 and add his Intelligence modifier, if he fails the roll he will start attacking anyone he sees for five rounds or until defeated.
Character Creation – Ranger Health
After a player has created his baseline human and Ranger form attribute blocks he can determine his health by rolling 1d6 per level and add in his baseline human constitution bonus. At first level all rangers receive a full health (meaning 6+ constitution bonuses).
If a player is injured while in human form, he will recover hit points equal to his Ranger form’s constitution bonus when he transforms. All damage is recovered between sessions if storyline or Monster-of-the-Day was defeated at the end of the previous session.
Combat
At the beginning of any combat situation each individual Ranger rolls a d20 and adds their dexterity modifier (if any). This is also truly of the monster-of-the-Day, if there are any Evil Minions all minions are rolled as one entity regardless of number.
During the combat all ranger’s do 1d6+Strength Modifier damage when fighting hand-to-hand or with Ranger blasters. Each individual Ranger Weapon does 1d10 but can only be used for up to three rounds of combat.  
When the Rangers combine their Individual Ranger Weapons to form a “Ranger Cannon” the damage is 2d12+combined strength modifiers. The Ranger Cannon can only be used once the Monster-of-the-Day has been brought down to 1/3rd of his original health.

Enemies
There are two primary types of enemies the Rangers will face in any given situation. The Monster-of-the-Day and the Evil Minions.
Monsters-of-the-Day have three stats, an attack, a defense and a gimmick. To determine these stats take the Rangers’ averaged level and add 1 to determine how many hit dice the Monster has. For defense take the number of Rangers and multiple by two then add 2 to the result. No Monster-of-the-Day should have a Defense below 16. Gimmicks are the desecration of the Game Master and should be dangerous, yet silly, special or limited attacks conducted by the Monster-of-the-Day. Like Gimmicks, the Monster-of-the-Day’s health is the desecration of the Game Master but always a base line d6
Evil minions are a base d6. They have d6 HP, d6 attack and d6 defense. Evil minions have no gimmicks and typically attack in squads of 4-8.
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