Alrighty, for your viewing pleasure, I present ALL of the heroes to call bear the power up until the end of "In Space", from Tommy to Andros. These stats represent the teens at the peak of their skill. I've also thrown in stats for the Rangers' Ninja powers, Zeo powers, and stats on the powers of the Gold Ranger. These are just a rough draft however, so as always, any comments/thoughts/suggestions are greatly appreciated.
Jason (Red Morphin' Ranger, Gold Zeo Ranger)
F RM
A EX
S GD
E RM
R GD
I GD
P GD
Health: 90
Karma: 30
Talents: Martial Arts A, B, E, Acrobatics, Leadership, Student
Zak (Black Morphin' Ranger)
F EX
A GD
S TY
E RM
R TY
I GD
P GD
Health: 66
Karma: 26
Talents: Martial Arts A, B, E, Tumbling, Acrobatics, Student, Performer (Dance)
Trini (Yellow Morphin' Ranger)
F EX
A EX
S TY
E RM
R GD
I EX
P EX
Health: 76
Karma: 50
Talents: Martial Arts A, B, D, E, Oriental Weapons, Acrobatics, Tumbling, Student, Meditation, Resist Domination
Billy (Blue Morphin' Ranger)
F GD
A GD
S TY
E EX
R AM
I RM
P GD
Health: 46
Karma: 90
Talents: Martial Arts A, C, Acrobatics, Computers, Electronics, Engineering, Chemistry, Physics, Repair/Tinkering, Biology, Student
Kimberly (Pink Morphin' Ranger)
F GD
A RM
S TY
E EX
R TY
I TY
P TY
Health: 66
Karma: 18
Talents: Martial Arts A, Acrobatics, Tumbling, Student, Trivia (Fashion)
Tommy (Green Morphin' Ranger, White Morphin' Ranger, Red Zeo Ranger, Red Turbo Ranger)
F IN
A EX
S GD
E RM
R GD
I GD
P EX
Health: 100
Karma: 40
Talents: Martial Arts A, B, C, E, Acrobatics, Tumbling, Student, Leadership
Rocky (Red Morphin' Ranger 2, Blue Zeo Ranger, Blue Turbo Ranger)
F EX
A GD
S GD
E RM
R TY
I TY
P GD
Health: 70
Karma: 22
Talents: Martial Arts A, B, C, Tumbling, Student
Adam (Black Morphin' Ranger 2, Green Zeo Ranger, Green Turbo Ranger)
F EX
A EX
S GD
E RM
R GD
I EX
P GD
Health: 80
Karma: 40
Talents: Martial Arts A, B, D, E, Acrobatics, Tumbling, Meditation, Resist Domination, Student
Aisha (Yellow Morphin' Ranger 2)
F GD
A EX
S TY
E EX
R GD
I GD
P TY
Health: 56
Karma: 26
Talents: Martial Arts A, E, Acrobatics, Tumbling, Student
Katherine/Kat (Pink Morphin' Ranger 2, Pink Zeo Ranger, Pink Turbo Ranger)
F GD
A GD
S PR
E EX
R GD
I EX
P EX
Health: 44
Karma: 50
Powers: Katherine was once under the control of Rita Repulsa, used to spy on the Rangers and gain their trust to sabotage them and split them up, even succeeding in stealing Kimberly's Power Coin and gaining control of the Falconzord. Though the spell was broken, Kat still retained a slight telepathic bond with Rita. This acted as a sort of limited telepathy of RM rank, allowing Kat to glean Rita's random thoughts with an unmodified power FEAT roll. Any attempt to piece the learned info together requires a Yellow Reason FEAT roll. (This should be mainly used as a plot device to allow the Ranger's a chance to figure out Rita's next plan against them or the earth, and is subject to the Judges discretion.)
Talents: Martial Arts A, Tumbling, Student, Resist Domination, Performer (Dance)
T.J. (Red Turbo Ranger 2, Blue Space Ranger)
F RM
A EX
S GD
E EX
R TY
I EX
P GD
Health: 80
Karma: 36
Talents: Martial Arts A, B, E, Tumbling, Leadership, Student, Baseball
Carlos (Green Turbo Ranger 2, Black Space Ranger)
F EX
A GD
S GD
E EX
R TY
I GD
P GD
Health: 60
Karma: 26
Talents: Martial Arts B, C, Acrobatics, Student, Soccer
Cassie (Pink Turbo Ranger 2, Pink Space Ranger)
F GD
A GD
S TY
E EX
R GD
I TY
P TY
Health: 46
Karma: 22
Talents: Martial Arts A, C, Tumbling, Student, Performer (Singing, Guitar),
Ashley (Yellow Turbo Ranger 2, Yellow Space Ranger)
F GD
A EX
S TY
E EX
R TY
I TY
P TY
Health: 56
Karma: 18
Talents: Martial Arts A, Acrobatics, Tumbling, Student, Cheerleading
Justin (Blue Turbo Ranger)
F GD
A GD
S PR
E GD
R RM
I RM
P GD
Health: 34
Karma: 70
Talents: Martial Arts B, Tumbling, Student, Computers, Video Games, Electronics
Andros (Red Space Ranger)
F RM
A EX
S GD
E EX
R GD
I GD
P EX
Health: 80
Karma: 40
Talents: Martial Arts A, B, C, E, Tumbling, Acrobatics, Astronavigation, Electronics, Pilot, Leadership
NINJA POWERS
When Rita's evil brother Rito joined the battle against the rangers, he was successful in destroying the ranger's Thunderzords as well as damaging the Power Coins' link with the Morphin' Grid, nullifying the teens Morphin' powers. The heroes then went on a quest to find the Temple of Power, watched over by the guardian of the power, Ninjor. Proving themselves worthy, Ninjor granted them use of the temples power, bestowing upon them new Power Coins that would enable them to access the ancient Ninja Powers. These powers enabled them to once again access their Morphin' abilities, but also gave them the powers of the ninja, which enhanced their reflexes and perception, as well as granted them the use of "ninja magic". These abilities are described below:
-Each of the rangers ninja garb provided GD protection vs. physical attacks.
-The Rangers' Strength, Agility and Endurance were each enhanced +1CS.
-Enhanced Perception: The Ninja Rangers' awareness is enhanced greatly in their ninja modes, giving each ranger IN rank Combat Sense.
-Hyper Leaping: TY
-Hyper Digging: the rangers could seemingly travel through the ground itself for limited distances with EX ability.
-Illusory Duplication: The Ninja Rangers can create exact "mirror images" of themselves (with no need for a reason FEAT) to confuse their opponent with GD ability, but only within 1 area. The images last until interacted with or the original is found, otherwise they can last up to 10 turns.
-Teleportation: Self only, within line of sight with IN ability.
-Phasing: RM, they cannot disrupt machinery.
-Hypnotic Control: EX
ZEO POWERS
After the rangers were reverted to children by Master Vile's reversing of time, their Ninja powers were lost. There only hope was to recover the pieces of the Zeo crystal that they themselves had scattered throughout time. With the power of the re-formed crystal, they were able to put time restore time to its normal state, and then utilize the crystal as a new source of power, becoming Power Rangers Zeo. They accessed their new power with Zeonizers, which harnessed the energies of the Zeo crystal to bestow upon them the power. These amazing powers provided each ranger with the following:
-Each Ranger's costume provides them with enhanced protection, giving them TY True Invulnerability vs. physical and energy attacks.
-As Zeo Ranger's, they each receive a +2CS to all physical stats (max IN)
-Hyper Leaping: RM
-Each Ranger can power up their melee attacks by focusing their energy. With a successful Endurance FEAT, the Rangers may add +1CS to their Slugfest damage or convert their normal damage into energy damage. This affect lasts 1d10 turns.
-Each Ranger has access to their standard sidearms, The Zeo Laser and Zeo blade. The laser fires a beam of pure energy for RM damage, while the blade can cut through up to RM material for RM edge damage. The blade and laser can be combined with one another to deliver a more powerful blast, for IN energy damage.
-The Rangers also have separate weapons personal to them, each with different properties. Red Zeo Rangers sword can cut through up to IN material strength for IN damage. Yellow Zeo Rangers double-clubs allow her to attack for IN blunt damage. Both the Blue Zeo Ranger's axes and the Green Zeo Ranger's hatchets each do IN edge damage and cut through IN material. Finally, Pink Zeo Ranger's IN material strength disc can be used to block up to 70 points of damage at one time, or can be thrown up to 3 areas inflicting IN edge damage. Each weapon can be powered up to deliver an IN rank energy attack with a -1CS to the opponents resistances. These weapons can also be combined with a Zeo blade and laser to form the Zeo Blaster, combining their energies to deliver 1 AM rank energy blast while reducing the opponent's armor -1CS.
-The Rangers could also call upon the Zeo Cannon, which draws its power from the Rangers themselves. Each Ranger must be in contact with it in order for it to function. Once each Ranger has rolled a successful Endurance FEAT, the cannon fires a powerful ball of energy at the enemy with IN ability, inflicting MN energy damage.
-Each ranger has the ability to call upon their respective Zeo Zords, powerful robots created by the former Ranger, Billy. The Rangers use their Zeonizer crystals to access the controls to the Zords. Tommy can also call upon the Red Battlezord to assist them in a fight, and later the Rangers gain the use of new Super Zeo Zords.
-Each Ranger receives the Marksman talent, a +1CS with their blades, and the Weapon Specialist talent with their individual Zeo weapons.
The Gold Ranger powers were superior to those of the Zeo Rangers. Jason gained the following as the Gold Ranger:
-Jason's physical stats were enhanced +2CS (max of AM).
-His costume provides him with GD True Invulnerability.
-Hyper Leaping: RM
-Gold Ranger can power up his melee attacks by focusing his energy. With a successful Endurance FEAT, Gold Ranger may add +1CS to his Slugfest damage or convert his normal damage into energy damage. This affect lasts 1d10 turns.
-Gold Ranger's weapon was his Golden Power Staff, a powerful item that also served as the means by which Jason morphed into the Gold Ranger. The staff is MN material strength and inflicts AM edge or energy damage. The staff can also be used to fire multiple bolts of energy with a successful Power FEAT roll, each doing AM damage to a single opponent or to all within 1 area. Gold Ranger gains the Weapon Specialist talent with his Power Staff.
-Gold Ranger can call upon the interstellar carrier Zord, Pyramidas, using the Gold Power Staff to control the pyramid-shaped robot. He also can call upon the small yet powerful Zord known as the Warrior Wheel.
________________________________________________________________________________
"All who wander are not lost." J.R.R. Tolkein
"History and experience have taught us that the oldest among our kind invariably prove the most formidable." Sage, X-Treme X-Men #43
"You leap like a hyena in heat!!" Conan to Wolverine, What If...? #16
"Useless, all useless...I was once a MAN!!" Cobra Commander, G.I. Joe the Movie