MorphingYour Ranger color is randomized because everyone will probably want green
Each Ranger will have a teamed call out they have to use to Morph and they cannot use the same one twice just to help set the mood.
Green: Must brag about being the Green Ranger.
I'm awesome! Green Ranger Power!Red: Must insult someone.
Screw you! Power Ranged Red!Blue: Must drop a fun fact in the form of a question.
Did you know muffins contain tree bark? Power Ranger Blue!Black: Must use corny slang.
Frozzle my nizzle! Power Ranger Black!Pink: Must say something that's self embarrassing.
I'm a brony! Power Ranger Pink!Yellow: Must sarcastically make fun of what they are or going to do.
Yeahee I'm off to fight again. Power Ranger Yellow!General "Called Shot" RulesCertain ranger weapons can attack limbs, awesome! But instant kills are a real bummer so headshots only deal Critical Damage. Lost limbs prevent you from using that limb to attack or hold stuff and reduce your Speed based on the number of locomotion limbs remaining. All Called shots and Limb attacks are Precision Attacks (duh!) and are handicapped like such. See specific details below.
Super GearYou'll get a power suit which instead of operating like AC boosting armor (rangers get hit a lot) it shields and protects you. It'll have it's own regenerating HP pool then when emptied leaves you demorphed but otherwise fully intact no matter how much damage the suit sustained. Additionally you get two sub weapons (sword or handgun) and one main weapon (sniper rifle or shotgun-axe). As previously noted, the gear is upgradable, you get 2 upgrade points per level (so you start with 4) and can invest however you choose.
Power Ranger's Colorful Spandex Suit
The suit has it's like own 20HP that gets used when you're attack and when it runs out the suit is semi-perma-broken. Good news, it regenerates 1HP per round and nobody has Trample so the suit can tank a nuke for you, break, and you live. Then radiation kills you. Nuclear war sucks like that.
It gives other bonuses too. Like you can punch and kick like a Monk with full BAB of your level and are considered proficient in all ranger wepaons. Additionally by sacrificing two points of the suit's HP you can gain a +4 Power Bonus to any Str/Dex/Con Checks (including skills & attack rolls) & Saves as well has melee damage. Attempt to use this bonus multiple times per round works just fine but the bonus doesn't stack with it's self.
Upgrades.
* Duck-and-Cover: The suit's maximum hit points increase by +10.
* Sway-and-Dodge: The suit's maximum hit points increase by +10.
* I'm getting the hang of this: The suit's maximum hit points increase by +10.
* All Out: By consuming 4HP (total) the granted Power Bonus increases to +6.
** (2 point cost) - I'm getting the hang of this: Your suit's combat augmentation now includes off-bonuses, you're treated as if you have the entire two-weapon line of feats provided you are using either your Ranger sword or handgun, you must still meet BAB requirements.
Ranger's Collapsible Dragon Sword (size; one handed, range; melee, dmg; 4d6 slicing 19/x2)
It's a world ruled by guns so you need a badass sword that can keep up. It looks like a handle and pushing the red button as a Move Action and like magic flips/extends a blade out. It's so sharp it ignores Hardness like Adamantine and anytime you roll a 15 or higher say something maybe the DM will slice some limbs off for you.
It's upgradable too!
* Super-Size me!: The blade can be extended a second time using another Move Action doubling your attack range somehow. Of course, it takes the same amount of Move Actions to full pack it away again.
* The blade that can cut a waterfall: The Critical Multiplier is increased to x4.
* Fast Foreward: The blade can increase or decrease as a Free Action during your turn.
** (2 point cost) - Swordchucks yo!: Your love of swords is legendary. When not using any other type of weapon you can split the handle in half so they are connected by a small length of chain by the bottom of the hilt as a Move Action. You can then extend a blade out of each handle (as normal) and attempt to wield the mythical swordchucks as a one or two handed weapon. The additional blade adds a +2 bonus to damage per die rolled and a +2 bonus to attack rolls as your opponent has no idea how to dodge your random failing about. Extremists use two such swordchucks at once.
Ranger's SPD Handgun (size; small/one-handed, range; 60ft, dmg; 4d6 ballistic 20/x2, clip size; 100/battery, rof; semi-auto)
You get your own limited range semi-auto handgun with infinite ammo too. You can aim as a Standard Action and follow up with a deadly shot next round.
Upgrades
* Practice with a Scope: +2 to attack rolls and your SPD pistol has an attached scope (+50% to range) when you morph.
* So that's what the bead is for: Aiming is only a Move Action.
* Spring-Action Sheath: A little McGyvering later and now it shoots from your wrist into your hand like you have Quick Draw making your pistol a great backup to w/e you were using. It's still a Move Action that provokes AoOs to put it back in like it was a backpack or something.
** (2 point cost) - It's close enough: It's like Snap Kick but requires you to use the pistol in one hand and either the sword or pistol in the other.
FarSight XR-20 (size; large/two-handed, range; 180ft, dmg; 5d6 concussion 20/x2, clip size; 5 box, rof; single)
The most powerful sniper rifle you'll ever use. It has this scope with built in zoom & X-Ray capabilities that'll make your friends claim cheater. This model specifically comes with a bipod that takes a Move Action to fold or unfold, bipods grants a +1 circumstantial bonus to attack rolls when used to hold the weapon. It shoots an explosive configured tri-laser particle beam that is only deadly at the point of convergence where the energies combine and cause the material to explode. But process is extremely complex it doesn't explode until the start of your next turn.
* Auto-Aim: Ha you wish, reduces locking on to a Move Action.
* Stealth is killing everyone that sees you: The laser bullets curve in mid-air so it's harder to spot who is firing at them negating the penalties to Hide while attacking.
* Overclock: The rifle deals +2d6 more damage in your hands for some reason.
** (2 point cost) - Hawkeye: You cracked the password in it's menu and increased the range to 360ft, the scope's range improved as well.
Power Ranger's Shotgunaxe (size; two handed, range; melee/15ft, dmg; 2d12 slicing 20/x3 / 3d12 ballistic 20/x3 clip size; 7, rof; single)
Along the road someone decided that gunswords are what fencing weapons are to tanks and decided they needed a heavy hitter. This weapon can be used as an axe to hit your opponents or as an extreme shotgun.
Upgrades
* I fire the gun that makes the people fall down: If you are adjacent to your target when you fire you deal +2d12 damage.
* This is my boomstick: Both the axe and shotgun modes deal +1d12 more damage to adjacent opponents.
* Movie-Magic: If you fire at an opponent within 15ft and hit, you automatically attempt to bullrush them using a a special check, roll 1d20 and add 10 + 1/2 your level for your opposed roll.
** (2 point cost) - Spot Check: You can fire twice in succession as a Standard Action to produce a 15ft Cone of deadly pellets. Enemeies in the area can attempt a Reflex Save against your attack roll for half damage.
Zords won't be a big thing at the start but for them you can choose an animal off the Druid's Animal Companion list, change the type to Construct, advance the Size to Colossal (making all appropriate changes), and increase it's HD to 20.
So many of those Upgrades are like Quick Draw, how about I just take the Feat instead?
Well... Umm... I... Crap.
Nah, Ranger Weapons are special and cannot be used with it.