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  1. - Top - End - #1
    Dwarf in the Playground
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    Default Rangers: The Morphin-ing

    Yes, you read that right.

    I had an idea one night. Some of my players in my Exalted game grew up on the Power Rangers series. I had the misfortune of sitting through one of the episodes, and after the nausea passed, we sat around talking about it.

    I never did like the Power Rangers, it just so happened they came on Fox right after the X-men back in 1993. I grew up with GI Joe and Transformers, then Ninja Turtles. These power rangers grated on my nerves every time they came on.

    Back then, I couldn't figure out why I hated them so much... it had action, adventure, big robots, villains straight out of the Cobra Commander school of world conquest, everything. But I hated it.

    After catching that episode (the one with the monster that turned people into cardboard) it finally donned on me why: the lead characters where complete crud. They seemed to be god's perfect little angels. They could do no wrong. And I hated it. This coming from a guy who grew up on GI Joe and Transformers...

    Anywho, I had to leave my friend's dorm, and the episode stuck in my head. I started to think, and started to rewrite the show... then the series... then the whole concept. It kept coming back to one thing: Buffy.

    In Buffy, the characters seemed real. They were normal teenagers dealing with the crap that seems to crop up in real life, all the while killing stuff that wanted to kill them.

    So, after a lot of thought exercises, I rewrote the power rangers. And this is what I have come up with....

  2. - Top - End - #2
    Dwarf in the Playground
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    Default Re: Rangers: The Morphin-ing

    Mighty Morphing Power Rangers revamp,
    "Rangers: the Morphining"

    Our story begins some 10,000 years ago. The empire of Atlantis, a massive island kingdom that sat in the Atlantis near the African and European Continents.

    The people of Atlantis were an advanced race from the stars... came here in their massive world ship to study the biosphere. All was well, until the Minions of Master Vile came calling.

    The Atlantians held out as best they could; but the endless hordes of minions where taking its toll on the earth's environment (causing a massive nuclear winter-type climate change, heralding an Ice Age). When Master Vile had to leave the theater of operations to deal with a rebellion elsewhere in his empire (which was Zedd's uprising), Vile left the conquest to his daughter Rita, who had established a base in what would become modern day Turkey.

    A few more decades of battle was fought, but the Atlantians where losing soldiers fast. Rita decided to end the threat once and for all by cursing the mighty Atlantian's mechazord technology by causing it to not work in the Atlantians hands. An emergency council was formed, and it was decided that although Atlantians couldn't use the super-technology that allowed Atlantis to be reasonably safe, HUMANS could.

    With that, the last survivors of the Atlantians lead a desperate search for 5 worthy individuals. Despite the tall, pale, lanky frame of true Atlantians, they had long been able to hide amongst the savage humans to observe and record. Now, they would have to find 5 worthy champions.

    The five bravest warriors from the tribes of Man (still a stone age tribal culture) where found, subdued, captured, trained, and equipped with the finest power armor and weapons the Atlantians could provide. While these "Metamorphic Power Warriors" where able to take the fight to Rita's door step, while the remaining Atlantians (all 14 of them) worked on a solution.

    A spy was able to discover the solution, and Rita staged a massive do-or-die assault. The human Warriors held them off as long as they could. As the last of the metamorphic warriors fell, the Atlantians activated their last ditch weapon. Not quite finished, it caused a massive backlash of energy, and destroyed the Atlantian's world ship.

    The ploy worked as intended; the weapon was a singularity generator that sucked most of Rita's forces, including Rita herself and her Henchmen, into a pocket dimension for all time, and contained it with a vessel, known as the Omphalos of Atlantis. This was blasted into orbit, only to land on the far side of the earth's moon, not quite able to reach escape velocity.

    The lone Atlantian survivor, the Master Tech-Servant Alpha-5, was able to save the last Atlantian Supercomputer Core, the "Z-core", and escape with it to a desert in a far away land, which was later named "North America" by the humans. In the mean time, Alpha-5 spent the last 8 millennium recovering the lost mechazords and reassembling them. For, no doubt, Vile would return; Alpha-5 would be ready.

    Meanwhile, across the galaxy, Master Vile was disposed by Lord Zedd after long civil war, and he spent the last several millennium consolidating his power, as well as fighting off the bio-mechanical cyber zombies of the Machine Empire. In a moment of peace, his thoughts turned to his former (and unrequited) love Rita, and wondered what was keeping her. He dispatched an agent to earth, intent on finding her.

    When he didn't hear from him, he decided to investigate personally. This was 100 years ago, and Zedd has been en route since.

    In the present day, in the city of Los Angeles, Alpha-5, who today is going by the name Adam Westlake, is working for the Los Angeles bureau of the FBI. The base he constructed in the desert southwest, which is the resting place for the Z-supercomputer, has been cloaked from human view since he moved here 8,000 years ago. Secretly, Adam Westlake is a multi-millionaire hidden behind many layers of smoke and mirrors, under the guises of The Alpha Consortium.

    The Alpha consortium has been slowly bringing the technology level of the human race since the end of the 1890's, when Zedd's scout landed on earth. He has slowly leaked "ideas" to certain men (the Wright Brothers, Tesla, Edison, Lilienfeld, Bell Labs, among others) secretly funding their research and design to them. Adam in turn uses these funds to finish rebuilding the mechazord technology and keep the Z-computer base hidden from view.

    The story starts when a meteor shower finds its way into Earth's orbit, and the far side of the moon happens to be in the way....
    Last edited by Slade; 2010-05-29 at 01:35 AM.

  3. - Top - End - #3
    Dwarf in the Playground
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    Default Re: Rangers: The Morphin-ing

    This game will use the Hunter: the Reckoning by White Wolf Publishing as the character sheet base, with New World of Darkness dice mechanic (8+, 10's explode) as the base line for Mortals.

    Supernatural beings of all types will use the Exalted/Scion rules set (7+, 10 double) which also includes the Power Rangers themselves.

    Being a World of Darkness game, there will be Vampires, Werewolves, Ghosts, and other creepy crawlies from the rules out there, but they will be low key and trying to avoid attracting attention to themselves (which also adds to the setting).

    Rules for the good guys and bad guys will be forthcoming.
    Rita, Zedd, Vile, and the rest of the bad guys will be using the Mage: the Ascension rules for their powers, while Goldar and the rest of the Henchmen will be using the Freak Legion and Guide to the Possessed handbooks from the Old World of Darkness for their powers and abilities.

    Another thing: THIS IS A WORLD OF DARKNESS GAME.
    So their will be human suffering all around the Rangers, and the constant corruption of government, corporations, criminal syndicates, and the general "who cares?" attitude that permeates the "crap sack" World of Darkness will be there.

    Next up: Game Mechanics.

  4. - Top - End - #4
    Dwarf in the Playground
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    Default Re: Rangers: The Morphin-ing

    Mortal Character Creation:

    Stats: 6/4/3

    Abilities: 11/7/4
    All characters must take at least Academics 1, Computer 1, and Science 1 to show a high school education.

    Backgrounds: 5

    Willpower: 2, 2 freebies each

    Freebies: 21

    Freebie costs: Attribute: 5; Ability 2; Background 2; Willpower 2

    Merits/Flaws: amount indicated, 7 points maximum

    Dice caps: No character may have more than 7 dice in a single pool (regardless of points) at start up.
    You are playing a 16 year old character who is in High School. Leave room to grow.

    Core Dice mechanic: 8 or better, 10's explode (re-roll), specialties add 1 die. Stunting allowed.

    Combat:
    Initiative: Wits + Alertness, DC 8
    Unarmed: Dex + Brawl, DC 8
    Melee: Dex + Melee, DC 8
    Ranged: Dex + Athletics (thrown) or Firearms (guns), DC 8
    Defense: Dex + (Brawl, Melee, or Dodge) /2 round down, static number.
    Note: no character may dodge bullets.
    Soak: Stamina + Armor (Bashing), Armor (Lethal), Static number

    Backgrounds (5):
    Allies: Good friends or family you can call upon to help.
    Arsenal: Collection of gadgets and weapons. (Not allowed without a DAMN good reason)
    Contacts: Information sources.
    Fame: Popularity in the world. Character may have resources equal to Fame rating (not free though).
    Influence: Strings you can pull. (Not allowed without a DAMN good reason)
    Mentor: An older/more experienced teacher.
    Resources: Cash on hand. Refreshes monthly. (Not allowed without a DAMN good reason)

    Sample gear:
    Light Pistol (Resources 3, or Arsenal 1)
    Heavy Pistol (Resources 4, or Arsenal 2)
    Hunting Rifle (Resources 3, or Arsenal 1)
    Assault Rifle (Resources 4, or Arsenal 3)
    Home made Explosives (Resources 2, or Arsenal 1, must have Science of 1)
    Military Grade Explosives (Resources 5, or Arsenal 3)
    Baseball bat (Reources or Arsenal 1)
    New Car (Resources 4 or Arsenal 2)
    Old Car (Resources 2, or Arsenal 1)
    Armored Car (Resources 5, or Arsenal 3)
    New Computer (Resources 2 or Arsenal 1)
    Old Computer (2+ y.o.) (Resources or Arsenal 1)
    Plain old Cell Phone (Resources or Arsenal 1)
    Tricked out Cell Phone (Resources 2 or Arsenal 1)
    Light Body Armor (BP Vest) (Resources 4 or Arsenal 2)
    Heavy Body Armor (SWAT) (Resources 5 or Arsenal 3)

    Healing Times:
    Bashing: 0, -1, -2, -5: 6 hours each || Incap: 1 day
    Lethal: 0 = 1 day || -1 = 1 week (each) || -2, -5 = 1 month (each) || Incap = 6 months
    Bleeding Rules: When a character has a lethal level of damage on them, they must roll Stamina + (Either Survival or Medicine (2)) or lose another level of lethal due to bleeding. They roll until treated (Int + Medicine (1)) or they make their initial roll.

  5. - Top - End - #5
    Dwarf in the Playground
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    Default Re: Rangers: The Morphin-ing

    Power Ranger Template:
    Add the following changes:
    Attributes:
    +2 Stregnth, +1 Dex, +1 Stamina, +1 Perception
    Soaks:
    Stamina + Armor (Bashing, all damage is halved)
    Stamina + Armor (Lethal), Armor (Aggravated)
    Power Ranger Battle Armor starts out at 10 Bashing/Lethal/Aggravated soak w/ 8 hardness.
    Dice Mechanics:
    While morphed, 7+ to hit, 10's double (Exalted rules), Specialties add extra dice (+3 max).
    Power Rangers may dodge bullets and other fast super fast moving projectiles.
    Attacks:
    Can Punch for Lethal or Bashing
    Gain Melee weapon Indicated (stats below)
    Gain 'Power Blaster' ranged attack:
    Spd 4, Acc +2, Damage 4A, Rte 2, Range 25
    Healing Times:
    While morphed: 0 = 1 hour || -1 = 1 day (each) || -2, -5 = 1 week (each) || Incap = 2 weeks

    Animal Eidolon:
    Tyrannosaurus Rex (red):
    +3 Stregnth, +1 Charisma
    Power Saber: Spd 5, Acc +3, Damage: +5L, Def +2, Rate 3

    Mastadon (black):
    +2 Stregnth, +2 Stamina
    Power Axe: Spd 6, Acc +2, Damage: +8L/3, Def +1, Rate 2, 2 Hand, Peircing

    Sabertooth Tiger (yellow):
    +1 Stregnth, +2 Dexterity, 1 Perception
    Twin Power Daggers: Spd 4, Acc +4, Damage +2L, Def +2, Rate 3 (each)

    Triceratops (blue):
    +2 Stamina, +2 Soak
    Power Lance: Spd 5, Acc +2, Damage +4L, Def +4, Rate 4

    Pteradactyl (pink):
    +2 Dexterity, +2 Charisma
    Power Whip: Spd 3, Acc +2, Damage +0L, Def +4, Rate 3

    Other Notes:
    Rangers may only "Morph" when defending other people or themselves from a serious threat.
    Rangers may not "Morph" if they started the threat.
    Only death may permenantly seperate a Ranger from his TEMP coin, unless it is surrendered willingly.
    The Z-computer will simply teleport the coin from anyone else who is not bonded to that coin
    back to either the Command Center or to the Ranger's body.
    He also ensures that the TEMP coin is on the ranger at all times, convenitly putting on their person in a pocket
    or some other space close at hand.

  6. - Top - End - #6
    Dwarf in the Playground
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    Default Re: Rangers: The Morphin-ing

    Big Brother is watching you:
    the "Z-series" Atlantian Supercomputer

    The Z super computer is the device that controls access to the TEMP coin that grants a Ranger his powers. It monitors the TEMP coins and all activities within 50 yards of the coin (walls not with standing), or the Ranger if they are currently morphed (the coin melds into the armor).

    The computer also monitors the health, well being, emotional and physical stress levels of anyone bonded to a power coin, and can monitor the same for any individual within the 50 yards of the Ranger in question (again, walls not withstanding) at a less degree of accuracy.

    Although it cannot monitor what an individual ranger is thinking at the moment or read their mind, 10,000 years of data accumulated by Alpha and the Z supercomputer allows for the next best thing: educated guesses.

    With stunning accuracy, the supercomputer can guess what a Ranger might be thinking or what actions the Ranger will take and might advise accordingly. Alpha has programmed the supercomputer to not activly interfere with a Ranger's free will; this proved to be a disaster in the war with Rita.

    The supercomputer may "de-morph" a Ranger if his immediate actions would prove totally disastrous for Alpha, the supercomputer, the Ranger team, or would inflict large scale destruction. Otherwise, the supercomputer will not interfere.

    The supercomputer also controls access to all of the Ranger's gear, able to teleport it instantly when the Ranger actives his power coin. The supercomputer may also teleport a Ranger out of harms way if they ask for it or if his life signs reach critical (as defined by the Ranger reaching Incapacitated or Dying on his would level track with Lethal or Aggravated damage).

    Due to the power demands of warping space/time, the Z computer is only able to do this 3 times a day. It may teleport any number of people at a time however (including all 5 rangers, regardless of current location, provided they are still within the Earth's orbit, and Alpha).

    It will also ask the current leader (Red Ranger, then Yellow, Black, Blue, then Pink, in that order) if the injured should be ported out. Only a negative statement will hold off; a positive statement or no statement at all will result in the injured Ranger (plus any who wish to go with the injured) are teleported instantly to the Command Center's medical bay.

    Z also has the ability to simply hack in to any device with an active internet connection (wired or wireless) and over ride any connected computer system on the planet. The modern computer, internet, and telephone communications grid was designed on principals that were reversed engineered from the Z supercomputer and Atlantian super technology (unknowingly, of course), and as such, the task of hacking in proves easy for the Z supercomputer to do.

    Z can also hack directly into and control any wirelessly enabled computer or cell phone with in 1,000 miles of the Command Center, no roll required. This includes all of the southern half of California, Arizona, Nevada, most of Utah, most of Colorado, New Mexico, western Texas, western Oklahoma, and most of Mexico (northern half). This is used mostly to keep the Command Center off of Nasa's and US & Mexican government's radar (figuratively and literally), and so that over head spy satellites will not be able to photograph it (since most of earth's satellites are controlled from within this bubble).

    The Z supercomputer also controls all access into and out of the Command Center, only allowing those with a Power Coin or pure Atlantian DNA inside the secure areas of the buildings.

    The Z supercomputer:

    Attributes: Str 0, Dex 0, Stamina 25 (soak only), Charisma 1, Manipulation 5, Appearance 0, Perception 10, Intelligence 10, Wits 15*
    Abilities: Alertness 5 (Power Coins +3), Awareness 5 (Rita's Goons, +3), Empathy 5 (Rangers +3), Intuition 5 (Rangers +3), Demolitions 5, Technology 10 (Atlantian Super-tech +3).
    In addition, the Z supercomputer has ALL knowledges at rating of 10, and can call up any 3 dot specialty at will (it is a 10,000 year old, self error correcting, sentient, data base after all)
    Soak: 40 B/40 L/40 A (Reinforced Plating, 15/15, Hardness 10). The Z computer is a construct. In addition, the Z computer's data-banks are kept in an armored vault deep inside a mountain somewhere in western Arizona. This gives it near infinite soak and hardness against outside attacks that are nothing short of a Barringer event.
    Powers:
    Teleport Ranger: up to 3 times in a 24 hour period, Z can teleport any number of Rangers and Alpha to anywhere on Earth. This is treated as a speed 5 miscellaneous action.
    Monitor Power Coin: Maintains a constant watch over all 5 power coins simultaneously. Can see everything with in 25 yards of the Power Coin (walls not with standing), and can teleport said coin at anytime. Since the Power Coins are simply hardened energy constructs, they do not count against the Teleport Ranger power, above. Z can also communicate with the Rangers at will, though this must happen either: while Morphed, and talks through the Ranger's helmet, or via text messages and phone calls. Z is not telepathic (though with 18 dice in its Empathy & Intuition pools, its damn close).
    Z can also use its Empathy and Intuition dice pools on other people that it can see within the 25 yards, though it is at half its normal dice pool (8 dice).
    Monitor/Teleport Mechazord: Z also maintains constant watch over all of the mechazords. It can monitor all of the vital information and can teleport them to the garage under the Command Center. Doing so counts against (and uses the same rules as) the Teleport Ranger power, above.
    Hack: Z can hack into and gain control over any computer or cell phone with an active internet connection anywhere in the world. It can also gain control of any wireless device within 1,000 miles of the Command Center.

  7. - Top - End - #7
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    Default Re: Rangers: The Morphin-ing

    Check some original japanese sentai for ideas. Jetman is specially good.

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    Default Re: Rangers: The Morphin-ing

    This should probably be in the Homebrew forum.
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    The only person in the past two pages who has known what (s)he has been talking about is Heliomance.
    Quote Originally Posted by golentan View Post
    I just don't want to have long romantic conversations or any sort of drama with my computer, okay? It knows what kind of porn I watch. I don't want to mess that up by allowing it to judge any of my choices in romance.

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    Pixie in the Playground
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    Default Re: Rangers: The Morphin-ing

    Seems great, but do you thing it maybe hombrewed a bit?
    Hi, 95% of people would cry if the Jonas brothers were to fall off a building. If you are the 5% that would grab some seats with popcorn chanting "GO! GO! GO!", you are my the only sane people alive.

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    Default Re: Rangers: The Morphin-ing

    Quote Originally Posted by true_shinken View Post
    Check some original japanese sentai for ideas. Jetman is specially good.
    No kidding. Characters die in the original versions.

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    Default Re: Rangers: The Morphin-ing

    Quote Originally Posted by Prime32 View Post
    No kidding. Characters die in the original versions.
    That's part of what makes Jetman so specially good.

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    Default Re: Rangers: The Morphin-ing

    Also look up Japanese Spiderman, since apparently it's the predecessor to PR. In and of that instead of swinging around NYC, apparently Japanese Spiderman rides in a giant robot. O_o
    Mega-tar by AlterForm. Power Up!

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    ..thank you, Deth Muncher. My life is richer for being aware of this. And weirder. ("You destroyed my friends! I will have my vengeance! Face the fury of my pelvic thrusts!" "Oh yeah? LAZOR!")
    Quote Originally Posted by golentan View Post
    You all are a terrible species. I'm going back to my fortress of misanthropy now.

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    Default Re: Rangers: The Morphin-ing

    Quote Originally Posted by Deth Muncher View Post
    Also look up Japanese Spiderman, since apparently it's the predecessor to PR. In and of that instead of swinging around NYC, apparently Japanese Spiderman rides in a giant robot. O_o
    Japanese Spiderman is the first tokusatsu to feature a hero that fights both on feet and on his mecha, fighting normal-sized and giant monsters. That said, it's pretty old and while it sure is amusing to watch I don't think you could get a lot of inspiration from it.
    Changemen, Flashmen and Maskmen are some of the super sentai I like the most. Some are pretty bad, like Kakuranger or Goggle Five. I like Jetmen specifically because it's so different from other sentais.
    The best tokusatsu series ever, though, is of course Kamen Rider Kabuto.

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    Default Re: Rangers: The Morphin-ing

    Quote Originally Posted by Deth Muncher View Post
    Also look up Japanese Spiderman, since apparently it's the predecessor to PR. In and of that instead of swinging around NYC, apparently Japanese Spiderman rides in a giant robot. O_o
    Don't forget that he's a motorcyclist who got his powers from a dying alien, and transforms into Spider-Man by shouting into his webshooter.

    The robot was there because live-action web-slinging would have been extremely difficult to film. Doesn't explain why it's leopard themed though.
    Spidey: "CHANGE, LEOPARDON!"

    http://www.youtube.com/watch?v=mcxioU7AMM4


    Another probable influence on MMPR was Dancouga (in terms of mecha design at least). Interestingly, in that series one robot is far larger than the others, and they don't find out that they can combine until episode 16! (it kinda looks like they weren't designed to combine)
    http://www.youtube.com/watch?v=BxS8Lg0ugW8
    Last edited by Prime32; 2010-05-29 at 11:20 AM.

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    Default Re: Rangers: The Morphin-ing

    Quote Originally Posted by Prime32 View Post
    The robot was there because live-action web-slinging would have been extremely difficult to film. Doesn't explain why it's leopard themed though.
    Spidey: "CHANGE, LEOPARDON!"
    Well, it's not like he didn't web-sling. OK, it's a white rope that he throws at things, but Japan was still recovering in the '70s, cut them some slack.
    The robot thing has a lot more to deal with japanese focus on technology and government propaganda than anything else. Spidey was probably used a symbol of something from the US that was made japanese. Traditional japanese thinking is pretty convoluted but it sure seems like this to me.

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    Default Re: Rangers: The Morphin-ing

    Quote Originally Posted by Heliomance View Post
    This should probably be in the Homebrew forum.
    Well, as far as I know, this thread's a campaign journal; he just posted all the rules and whatnot so the readers would know how it was done.
    Last edited by TheCountAlucard; 2010-05-29 at 05:45 PM.

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    Default Re: Rangers: The Morphin-ing

    The Count is right; this is a homebrew world of darkness game that is set in a grim-dark retelling of the Mighty Morphin Power Rangers universe.

    One of the big changes are the LACK of the mega-zords. The governments of the world will be putting a stop to the earthquake and volcano inducing machines that come out of no where all the time. Also, there is such a disconnect between GIANT ROBO and characters with those things, that I will find it easier to not deal with the zords except as a major focus of story arcs. Once Rita plays the GIANT MONSTER card, then it becomes a major pain.

    I posted the Rules & Backstory so the readers would know where I was coming from (think of it setting up the Backstory and the mechanics so the reader is in the right frame of mind).

    I thank all the Power Ranger ner-- I mean, FANS, for putting in their 2 cents. But for now... the all important part: the PC's! And in true MMPR spirit... they are 5 16 year old teenagers.... yes, with attitude!

    Garret: An All American football player, with a dark side: he is into underground "fight clubs" in a big way. Courtesy of the illegal fight clubs is an addiction to pain medication (opioid addictions are the worst) he takes from the injuries.
    He eventually becomes the Red Ranger.

    Taylor: a Korean IT major/ honors student/ black belt. Doesn't have much of a home life, or a life period.
    He eventually becomes the Yellow Ranger.

    Ash (short for Ashley): She is one part tomboy auto mechanic, one part goth chick. She has a criminal past and is currently on probation. Player didn't know what was going to be pulled but got a clue when she was able to see the laptop. Much surprise was to be had.
    She eventually becomes the Pink Ranger (much to her chagrin).

    Jeff, Emo goth wanna be, but who likes to work out. Quiet and shy, but does have a nice physique. Also, the player didn't have a clue what the game was about... a pleasant surprise.
    He eventually becomes the Black Ranger.

    Nick Evens: Tech nerd wanna be taking AP comp sci courses at High School, and runs a computer business on the side. He eventually becomes the Blue Ranger, since he decided to rip off Billy from the TV show right from the get go. Oh, and the character is lousy with names.
    Last edited by Slade; 2010-06-01 at 12:27 AM.

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    Default Re: Rangers: The Morphin-ing

    Quote Originally Posted by Slade View Post
    One of the big changes are the LACK of the mega-zords. The governments of the world will be putting a stop to the earthquake and volcano inducing machines that come out of no where all the time. Also, there is such a disconnect between GIANT ROBO and characters with those things, that I will find it easier to not deal with the zords except as a major focus of story arcs. Once Rita plays the GIANT MONSTER card, then it becomes a major pain.
    In that case you might want to take a look at Kamen Rider. It's like Super Sentai, but darker, with no robots and with less teamwork.

    The most recent series is Kamen Rider Double
    http://www.youtube.com/watch?v=aYYQpGhAkWs
    http://tvtropes.org/pmwiki/pmwiki.ph...menRiderDouble

    which was preceded by Kamen Rider Decade
    http://www.youtube.com/watch?v=n82qkSfHFA8
    http://tvtropes.org/pmwiki/pmwiki.ph...menRiderDecade
    Last edited by Prime32; 2010-05-30 at 06:51 AM.

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    Default Re: Rangers: The Morphin-ing

    Were we watching the same Power rangers?

    Billy could do wrong. He was a good fighter but nerdy so didn't get the girls he wanted.

    They do tend to make their mistakes funny and not compleyely their fault though. Like when Jason was trying to beat a record Kim made the counter of record forget his place. So had to do it all over.

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    Default Re: Rangers: The Morphin-ing

    The rangers regularly made mistakes for the moral of the day of the story, yes. But that's not nearly grim enough for this. :P


    a steampunk fantasy ♦ the novelthe album

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    Dwarf in the Playground
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    Default Re: Rangers: The Morphin-ing

    Quote Originally Posted by Starbuck_II View Post
    Were we watching the same Power rangers?
    Of course we were watching the same MMPR. I just wanted to crank up the GRIMDARK of the setting. Once my plan was revealed to my gaming group, they flipped out and said "FUND IT!" So... here I am.

    Also, I am hoping for teamwork in this game. At least a little bit... hope fully the PC's will use it. Though I learned long ago to expect the worst from PC's.

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    Orc in the Playground
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    Default Re: Rangers: The Morphin-ing

    Quote Originally Posted by Slade View Post
    Big Brother is watching you:
    the "Z-series" Atlantian Supercomputer
    Spoiler
    Show
    He's not a computer

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    Default Re: Rangers: The Morphin-ing

    Quote Originally Posted by Kaulesh View Post
    Spoiler
    Show
    He's not a computer
    That was changed just like changing Alpha to not be a robot.

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    Default Re: Rangers: The Morphin-ing

    I'm pretty sure Alpha was always a robot. Zordon was a wizard from another dimension projecting his image into a tube. Then later he actually got stuck in the tube and was kidnapped. And then this happened.

    EDIT: Confirmed it on the Power Rangers wiki. Oh, and apparently Alpha 6 is Haruhi.
    Last edited by Prime32; 2010-05-30 at 12:02 PM.

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    Default Re: Rangers: The Morphin-ing

    Quote Originally Posted by nyarlathotep View Post
    That was changed just like changing Alpha to not be a robot.
    Wait, Alpha isn't a robot with a flying saucer for a head?

    This Adam Westlake character just lost about 19 cool points.

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    Default Re: Rangers: The Morphin-ing

    Quote Originally Posted by Prime32 View Post
    I'm pretty sure Alpha was always a robot. Zordon was a wizard from another dimension projecting his image into a tube. Then later he actually got stuck in the tube and was kidnapped. And then this happened.
    Be that as it may, we are changing up some of the stuff to make it fit better. :shrug:

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    Default Re: Rangers: The Morphin-ing

    Grimdark Super Sentai sounds like a lot of fun. Like some sort of unholy fusion of what one half of my RL gaming group loves, and one half what the other half loves.

    Except I'm not sure you could sell Greg and Curt on it, whereas Angie, myself, and my brother would be all over it.

    I wish you the best of luck. Any plans for a campaign journal?

    Avatar adopted, courtesy of Mr_Saturn

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    Default Re: Rangers: The Morphin-ing

    Quote Originally Posted by Zuki View Post
    Any plans for a campaign journal?
    Yes. Yes, there are.

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    Default Re: Rangers: The Morphin-ing

    Wait, what? Seriously? You're making Mighty Morphin' GRIMDARK?

    Why not one of the, you know, actually dark seasons?
    There's no wrong way to play. - S. John Ross

    Quote Originally Posted by archaeo View Post
    Man, this is just one of those things you see and realize, "I live in a weird and banal future."

  30. - Top - End - #30

    Default Re: Rangers: The Morphin-ing

    Quote Originally Posted by Yuki_Akuma View Post
    Wait, what? Seriously? You're making Mighty Morphin' GRIMDARK?
    Seconded. Power Rangers is the example I use to remind myself that objective Good and Evil can be awesome.

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