Power Rangers - Warrior Force
Character Creation and Houserules
The theme for this “season” is historical warriors, not specific people but archetypes – the quintessential knight, samurai, viking, gladiator, sohei, or mongol. In addition, Rangers will have a secondary “elemental” affinity – fire, earth, magnets, heart, whatever. Zords are animal inspired, but are mechanical (or even vehicular) rather than organic.
Things to keep in mind when writing your character:
- How would you have come to WARRIOR Force’s attention, and why would they recruit you? Warrior Force is a largely-autonomous organization technically under the jurisdiction of the UN Security Council. While its existence is generally known, details about it and the fact that it’s looking to make Power Rangers is not, so Warrior Force would likely be the one doing the approaching. How your name comes to their attention is up to you – well-known within your field, someone influential putting your name forward, etc. In any event, they are looking for people who are good (if not the best) at what they do, combined with generally upstanding moral fiber and compatibility with a Core. The first episode would begin roughly two weeks after Warrior Force’s formation and feature your characters’ recruitment.
- Why is your Ranger matched with their particular Core? Characters are paired with their core as a result of their heritage and psychological profile, but how “in sync” a character is with their historical predecessor, or how much they have to struggle, is up to you. Straying too far from the code and ideals of that warrior results in a Power Loss complication, often accompanied by an untimely de-morph.
- Characters should preferably be human, young adults, and civilians (not military). While combat or fighting experience is certainly good to have, it’s not necessary; that’s what the ranger powers are for, after all.
Characters are up to PL5/75PP in their civilian form, with minor or no superpowers – though you can of course use effects and powers to represent extraordinary yet “mundane” capabilities. Morphing into a Ranger is a free action that brings them to PL8/120PP. All extra abilities and traits granted by being in Ranger Form are Enhanced, and remember to spend some points on a power weapon. In addition to the usual minimum of two complications, every Ranger has a Power Loss complication, based on a code of ethics appropriate to their warrior. Finally, I encourage you to collaborate to have common elements in your builds and help sell your rangers as a team.
Benchmarks and References
A good series of posts by one of the more prolific builders. If you’re looking for guidelines on how strong, fast, or smart your character should be, here you go.
Defenses and Accuracy
- General (a.k.a., make HeroLab cry)
- Both Ranged and Close attack bonuses are based on Fighting.
- Parry is based on Dexterity.
- Will is based on the higher of Awareness or Presence.
- Skills are cheaper: 3 ranks per point.
- Though not mandatory, tradeoffs should be limited to +-5.
- Impervious defenses ignore effects with a rank of less than the Impervious rank when making a resistance check. Impervious is applicable to Toughness, Fortitude, or Will as a 2/rank extra.
- With Split, rather than dividing the effect’s rank among all targets, each target is affected at the effect’s rank – 2. Multiple ranks of split increase the number of targets as usual.
- Breaking is a new extra, at a cost of 2 points per rank. Each rank of Breaking allows the effect to surpass the usual PL limit by one rank. This can be compensated by adding flaws to the effect, and is generally intended to let you have more-powerful-than-usual-but-limited attacks (for instance, a single-use finisher) or buff others (which would generally have them bypass their PL limit).
- Area effects have an attack bonus, same as other effects, and can be traded off as usual. Characters are still entitled to a Dodge roll, DC 10+attack, to avoid the effects; every degree of success on this roll reduces the degree of success for the effect by one (effectively a +5 to the resistance check).
- Perception attacks without Indirect still require a line of effect.
- Either Strength or Parry (instead of Dodge) is used to resist grabs.