A Time of Knight
A Time of Knight
A Time of Knight
A Time Travel Adventure
14+
renegadegames.com
LOT# 062623-01 $15.00
ISBN 978-1-957311-40-1
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Game Rules are © 2023 Renegade Game Studios. All Rights Reserved. TM & ©2023 SCG Power Rangers LLC and Hasbro. Power
Rangers and all related logos, characters, names, and distinctive likenesses thereof are the exclusive property of SCG Power Rangers
9 781957 311401
LLC. All Rights Reserved. Used Under Authorization.
Made in China.
A Time of Knight
A Time Travel Adventure
A Time of Knight
A Time Travel Adventure
Authors: John Kennedy and Bryan C.P. Steele RENEGADE GAME STUDIOS
Developer: Ben Heisler President & Publisher: Scott Gaeta
Producer: Kevin Schluter Vice President Sales: Andrew Lupp
Cover Artist: Mirco Paganessi Controller: Robyn Gaeta
Illustrators: Robert Lazzaretti, Francisco Silva Director of Operations: Leisha Cummins
Mauriz, Mirco Paganessi, and Simone Ragazzoni Associate Project Manager: Katie Gjesdahl
Graphic Designers: Matthew Fisher Sales Assistant: Sophia Gambill
Editor: Scott Thomas E-Commerce: Nick Medinger
Cultural Consulting: James Mendez Hodes Marketing Manager: Jordan Gaeta
Essence20 Designers: Ryan Costello, Ben Heisler, Marketing Assistant: Anais Morgan
Gabriel Hicks, Paige Leitman, JF Sambrano, Bryan
Senior Producer, Board & Card Games:
C.P. Steele, TJ Storm, Elisa Teague, Eddy Webb
Dan Bojanowski
Associate Producer, Board & Card Games:
Kane Klenko
Producer, RPGs: Kevin Schluter
Associate Producer, RPGs: Ben Heisler
Lead Developer, World of Darkness:
Juhana Pettersson
Senior Game Designer: Matt Hyra
Game Designers: Dan Blanchett & Christopher Chung
Director of Visual Design: Anita Osburn
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Creative Director, RPGs: Sarah Robinson
Creative Production: Noelle Lopez & Gordon Tucker
Customer Service Manager: Jenni Janikowski
Customer Service: Bethany Bauthues
Finance Clerk: Madeline Minervini
Game Rules are © 2023 Renegade Game Studios. All Rights Reserved. TM & ©2023 SCG Power Rangers LLC and Hasbro. Power Rangers and all related logos, characters,
names, and distinctive likenesses thereof are the exclusive property of SCG Power Rangers LLC.
All Rights Reserved. Used Under Authorization.
Rewards 25
Appendix: Threats 26
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WELCOME TO THE
TIME OF KNIGHT
A Time of Knight is a time-crossing adventure for you to know in case you need to describe an
where the Rangers must stop a villain from raising a area, reveal a Threat, unveil a clue, or have any
powerful monster from the Medieval Era to conquer other knowledge on hand in case your players ask
the world. To do so they’ll have to recover missing a question about the scene. Characters discover this
pieces of the Wizard of Deception’s Dark Wand in information on their own, through exploration or
order to break through the barrier and prevent the social interaction, using Skill Tests.
Black Knight from empowering his Great Drake. Bold text is used to indicate the following:
If you are a player who has not played through • Skill Tests that detail a difficulty (DIF) and a
that adventure or are planning on playing through specific skill (and sometimes Specialization)
this Adventure Series—STOP READING NOW. The within the text of the adventure.
rest of this adventure is full of secrets, spoilers, and
• The first instance of a proper name or place
twist events that are for a GM’s EYES ONLY.
important to the adventure.
This adventure is designed for a team of four • If the name is flanked by symbols (for instance,
to six 5th-level Power Ranger characters. Playing Dragon ), you can find this character’s stat
this adventure with characters of higher or lower block in Appendix 1.
levels requires work from the GM to provide an
appropriate challenge. Text like this presents descriptions of areas and
events, as well as dialogue from one or more
Preparing the Game NPCs that you can read aloud to your players,
paraphrasing where you see fit.
To prepare for this adventure, the GM (and only
the GM) should read this adventure in its entirety
to fully understand what to expect from the story. Area Descriptions and Points of Interest: Area
Sometimes clever players can come up with unique descriptions give basic highlights of the location in
solutions, and knowing the adventure’s inner the adventure. This may include lighting, flooring,
workings ahead of time will better help you (and and key points of interest in the room. Reveal
your players) stay focused. these features as characters explore the area. If a
character needs to succeed at an Alertness Skill Test
Reading an Adventure to notice a detail in the room, that will be noted
here. Otherwise, most of these key points should be
Essence20 Roleplaying System adventures often follow obvious to the characters.
a specific format. Advice on running an adventure
NPCs and Stat Blocks: If an NPC has important
can be found on pages 224–226 of the Power
information and is willing to talk, looking at
Rangers Roleplaying Game Core Rulebook, but
their Social-based Skills will help you roleplay
here are the basics:
the character. If the NPC is a Threat, most of the
Text for the GM’s eyes only (which is the bulk of important Stat Block information will be what they
the adventure) will be written like this and is not do in combat.
meant to be shared with players. This is information
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Adventure Flowchart
PART 1:
A MEDIEVAL CALL TO ACTION
PART 2:
THE LAIR IS OPEN
PART 3: PART 4:
COLONIAL ANGEL GROVE WILD STRANGE WEST
PART 5:
THE DRAGON AWAKENS
Important Power Rangers as they would from a 21st Century mindset. Avoid
giving in to stereotypes for specific eras. Guide the
Lore for this Adventure players so that if they become frustrated by the lack
This adventure focuses on events in the media of options, they can be gently guided back on track
sources revolving around Power Rangers Time in the most fun and accessible way possible.
Force. The adventure takes place across several eras, Offering guidance during this adventure is the
including Colonial Angel Grove and the Wild West, White Knight, an ancient ghost who aids the
as the Power Rangers attempt to stop the Black Rangers by informing them where and when they
Knight from empowering a new dragon to conquer can find pieces of the Wand. The White Knight
the world and transform Earth into a new kingdom was once a mighty champion for good who has
under his guidance. resurrected alongside the Black Knight though he
The Black Knight gained possession of the Wizard lacks the formidable strength that the Black Knight
of Deception’s Dark Wand and used it to travel possesses. Also aiding the Rangers are two versions
through time and create an impenetrable barrier to of Tommy Oliver: His clone, Thomas, in colonial
guard his lair. To prevent anyone from interfering, Angel Grove, and his ancestor, Terrance Oliver
he broke the Wand into two components and hid (also known as the White Stranger). Both Olivers
the pieces throughout history alongside several recognize the player character Rangers as time
guardians and allies he has seeded into each period. travelers and do what they can to assist them.
The Power Rangers must overcome numerous The Power Rangers team can be mainly
perils and monsters through each era to recover the comprised of members of the Time Force and
pieces of the Wand to stop the Black Knight. In each automatically have access to time travel with their
era, they act as agents of the Time Force and must Chrono Morphers/Time Ship. Should the GM need
go undercover to avoid creating temporal anomalies to use this adventure with a team of Power Rangers
as they battle the forces of evil. without this intrinsic access, Time Force will quickly
The players do not need to be historians to be able provide the team with a method of traveling through
to have fun in this adventure. While their characters time due to the unexpected and emergency nature
will travel to different periods, feel free to have the of the mission.
characters react and respond to their environment
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A MEDIEVAL
appears old but in perfect condition, and his horse
obeys his commands without question.
CALL TO ACTION •
•
•
Alertness +d4
Culture (Arcane) +d6*
Initiative +d4
Time Period: Present Day • Science (Alchemy) +d4*
• Languages: English, French, Gaelic, Latin, Spanish,
Spellspeech
The adventure begins with the team relaxing in Willpower: 20 Cleverness: 15
between their travels or assignments. They should Knowledge: An eternal warrior, the Black Knight’s
be somewhere outside where they can view the unnaturally long lifespan and knowledge of eras
area around them and where plenty of modern come from his relentless pursuit of magic artifacts.
conveniences like telephone poles and roads Motivation: The Black Knight desires power above
are nearby. all else and pursues his goals as ruthlessly and
efficiently as possible. He has been granted a vision
The players should be allowed to have their of the future by the Wizard of Deception and has
characters relax and continue any personal seen himself triumphant, which only makes him fight
storylines they may be working to develop. If this is harder to achieve his goals.
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The Black Knight throws the jar onto the ground, ROLEPLAYING CAPTAIN NIKITA NICHOLS
where a lump of clay starts to multiply quickly Captain Nichols, a black woman, wears a Time Force
into humanoid shapes. These shapes take the form uniform, her sharp eyes surveying the effect of the
of two Putty Patrollers (Z-Putties) per Power Rangers and their foes on the time stream.
Ranger, who move to attack the Power Rangers. As Willpower: 14 Cleverness: 15
the characters roll their Initiative Skill Test, the Black Knowledge: Captain Nikita Nichols is an
Knight disappears into the mist. experienced Time Force leader and previously
worked with many Power Ranger teams. Her
Points of Interest authority includes deputizing Rangers as needed,
The area has the following features. and her access to the Temporal Database helps her
guide the Rangers who support the Time Force.
• Misty Walls: The mist parted in an area of 40ft
Motivation: Stop the time stream from being
× 50ft, exposing the timeless site. Past this, derailed by the Black Knight and help Rangers avoid
mists cover the area. Characters who attempt to as many temporal anomalies as possible.
escape into the mists or hide in them suffer 1
The Captain explains that the team is experiencing
Smarts Essence damage as their turn ends. They
temporal tremors due to someone interfering with
reappear on the opposite side of the map at the
the natural progression of time. Circuit uses his
beginning of their next turn.
holographic projector to show the Rangers events
• Strange Ruins: Stone and steel ruins from a
throughout history beginning to change and the
mixture of cultures and periods provide cover
Black Knight emerging as the new overlord of Earth.
in the area.
Through the Black Knight’s interference with time,
Threats he wiped out all of his rivals and became a powerful
Use the statistics on page 211 of the Power Rangers force threatening the fabric of the universe. A large
Roleplaying Game Core Rulebook for the Putty family of dragons supports the Black Knight, and
Patrollers (Z-Putties). Include two per Power Ranger these dragons keep the world under his control
player character. in this alternate timeline. The Rangers see these
huge monstrosities destroying a variety of Zords
ADJUSTING THE ENCOUNTER before the scene turns to them collectively crushing
Weak: Include one-and-a-half Z-Putties instead of the Command Center of the Angel Grove Power
two per player, rounding down. Rangers to ruins after an enormous dragon breathes
cosmic fire on it.
Strong: Another 1 Z-Putty per player appear at the
end of the second round of combat. • A successful DIF 12 Technology Skill Test allows
the team to triangulate the source of the temporal
Ending the Battle disturbances to Silver Hills, Washington.
After defeating the Putties, the mists close around • A successful DIF 12 Culture Skill Test reveals that
the Power Rangers and deposit them back at their the Black Knight fought the Time Force Power
time ship/headquarters/command center. Upon Rangers before and was responsible for their team
entering this safe space, they begin to experience acquiring the artifact known as the Battle Fire. At
temporal tremors that cause Time Force to contact the time, Rangers thought they had destroyed him
them directly. and sealed his body within his cave.
A clever Time Force assistant, a robot owl named • A successful DIF 12 Science Skill Test reveals that,
Circuit, contacts the Ranger team. After explaining according to their ship’s sensors, there appears to be
that the time-traveling Black Knight seeks to change a small network of wormholes opened into the time
time and destroy the Power Rangers in the process, stream. These small wormholes indicate the use of
Circuit tells the player characters that this is an chronomantic sorcery to alter the flow of time.
emergency where the Power Rangers must work Should the Rangers fail any of these Skill Tests,
together with the Time Force. Shortly after, Circuit they can gain the information from Captain Nichols
puts them in touch with Time Force Captain Nikita below. If the Power Rangers don’t usually travel
Nichols, who explains the situation to them. through time, Circuit augments their existing
Morphers to function as Chrono Morphers and
provides access to a Time Ship.
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Development
before, this one feels more foreboding, as if
something within the cave is the cause.
The Power Rangers must travel to Silver Hills to
learn of the mission’s temporal implications. Circuit Players who succeed on a DIF 12 Survival Skill
or Captain Nichols explains that before Time Test determine that it is the physical ground, not
Force allows them to cross the ages, they should reality, shaking around them.
investigate Silver Hills. Their Chrono Morphers and
The cave goes deeper underground until the Rangers
Time Ship won’t work until Captain Nichols clears
encounter a large chamber with a banquet table set
them to go to the periods affected by the Black
with fine silver cutlery. To the side are several large
Knight’s meddling.
bookshelves containing ancient scrolls and books
Once the player characters head to Silver Hills, of lore. Several large tapestries cover the cave walls
they proceed to Part 2. depicting famous scenes from the Middle Ages.
• A successful DIF 12 Culture (Artistry) Skill Test
reveals that these tapestries depict scenes of men
and monsters fighting over magical artifacts.
One shows the mythic Holy Grail, another
depicts King Arthur’s Sword, and another portrays
a gilded box guarded by a dragon. The final
tapestry illustrates a Red Ranger in a Time Force
Morphin shell dueling with the Black Knight.
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• A successful DIF 10 Alertness (Investigation) • Fallen Boulders: Boulders provide cover and
Skill Test reveals that several books show can be especially helpful against the dragon’s
heavy use from repeated readings. The books fiery breath.
are: A Primer on Colonial Customs, A History • Lava Streams: The intensely hot lava deals 1 Fire
of California, Outlaws and Sheriffs of the damage to anyone who enters a lava space.
Old West, and the History of the American
Revolutionary War. These key areas of study Threats
may give a hint to the Black Knight’s plans. The dragon attacks the party relentlessly, with
The Rangers spot an opening at the end of the little care for its own safety. Immune to fire, it uses
banquet cavern that leads further on. When they the Lava Pools to its advantage.
move deeper into the cave, the ground quakes
ADJUSTING THE ENCOUNTER
ominously, and a loud roar echoes off the cavern
walls. As the ground quakes, several rocks fall Weak: Reduce the dragon’s health to 7, and
around them. Soon, the Rangers come to a massive reduce both his Toughness and Evasion by 2.
cavern where the Black Knight tends to a steel Strong: Increase the dragon’s health to 12. The
basket holding several large eggs over a lava stream dragon’s attacks gain Accurate 2.
that separates the cavern’s two halves. A glowing,
translucent barrier stands between the Power Rangers Ending the Battle
and the Black Knight. When the Rangers defeat the dragon, it rises up to
deliver a final breath of fire. As it does, a ghostly
The Black Knight grips the pommel of his blade White Knight on a spectral horse appears out of thin
as he stands between you and the eggs. You air and charges the beast. This ethereal ally strikes
sense his cold arrogance through his helmet as the dragon with his Lance of Light, interrupting the
he looks at you. Before you can act, the ground breath attack and causing a brilliant burst of light
trembles and rocks fall from the ceiling. Some to fill the cavern as the dragon dissolves into ash.
land around you harmlessly, but one impacts Then, the White Knight strikes the barrier with his
along the edge of an energy barrier surrounding lance and is recoiled by the sharp blast of energy
his cave section. The rock disintegrates in a that follows.
burst of bright light while the Knight’s laughter
bounces off the stone walls. The White Knight stands before the barrier
“None of you can hope to pierce this barrier; defiantly, focusing entirely on his opponent
the fabric of time itself protects me! It will only for a few moments before he turns to you. His
fall when my Great Drake rises to destroy you appearance gives off a ghostly shimmer as if he is
and secure my hold on the world!” not entirely alive.
“Rangers! I am glad you are here. I am the White
Knight, protector of the world for the Forces of
At that point, the Knight’s new draconic servant Light! I fell in battle with my opponent long ago,
rises from the lava pool and attacks! and he stole the treasure under my protection.
Thankfully, my fellow warriors stopped the Black
Facing the Dragon Knight before he could possess the treasure, but
as you can tell, he has returned.”
The Power Ranger team faces off against one of the
Black Knight’s young dragons, a weaker version of The cave shakes ominously around you as one of
the scaled tyrants soon to emerge from the eggs. the eggs swells with energy. The Knight looks at you,
his hands gesturing toward the emerging threat. “I
Points of Interest recognize that egg! If the Black Knight continues to
• Energy Barrier: Characters and the Dragon focus power on it, it will give birth to a creature so
cannot pass through the energy barrier powerful I do not think even you could stop it! We
protecting the Black Knight’s side of the room. must find the wand that created this barrier; only
Anyone who impacts against the barrier suffers the same wizard’s wand can pierce it!”
1 Energy damage and gets pushed 20ft away.
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The Black Knight shouts with enraged
belligerence from the other side of the force
field. “Meddling fool! You should have stayed in
About the
your grave, ghost. No one can find the Wizard
of Deception’s wand! My minions guard those
White Knight
treasures well and shall keep them out of your The counterpart to the Black Knight and just as
reach!” The Black Knight laughs manically as mysterious, the White Knight was a champion
the egg behind him continues to glow and grow of good who operated in the early Middle Ages.
with power. Said to be a Grail Knight who came upon a
source of mystical power, he dedicated himself
to protecting the innocent and good folk of
ROLEPLAYING THE WHITE KNIGHT the world from the corrupt and monstrous
The ghostly White Knight appears in the chainmail
evils that plagued them. With his valiant steed
and tunic of a knight from the Middle Ages, his armor and powerful Lance of Light, he did his best to
gleaming white with red trim. liberate the oppressed and keep magical artifacts
Willpower: 20 Cleverness: 15 out of the hands of the oppressed.
Knowledge: The White Knight knows that the Black Unfortunately, the White Knight met his
Knight must be stopped, but has little knowledge end at the hands of the Black Knight when the
outside of medieval life, magic artifacts, and the two came to blows over the enchanted chest
Black Knight. containing the Battle Warrior Armor Battlizer.
Motivation: The White Knight dedicates himself Thankfully, the enchanted chest prevented
to protecting the innocent and good folk of the anyone without a pure heart from opening it.
world from the corrupt and monstrous evils that This ensured that the Battlizer was kept safe
plagued them.
until Wesley Collins, a Time Force Red Ranger,
The White Knight explains to the party that he safely retrieved it and used the Battlizer to
knows little of the Black Knight’s plan but swears destroy the Black Knight many centuries later.
to do all he can to aid them. Unfortunately, due
The White Knight does not know how he
to his spectral form, the White Knight cannot time
has come back to life, but he hopes to use
travel or pass the barrier—leaving him best used
his second chance to assist the Rangers in
to guard the Black Knight’s keep to prevent the
defeating the Black Knight. If the Rangers
villain from leaving. The White Knight urges the
defeat the Black Knight, he plans to resume
characters to travel through time to find the Wizard
his post of keeping watch over potent artifacts
of Deception’s Dark Wand. If the Black Knight used
and become the new guardian of this group of
that wand to create the barrier, only that wand can
dragon eggs.
break it.
Time To Choose
At this point, Circuit and Captain Nichols contact
the Rangers to ask what they discovered and where Development
they should go next. Encourage the players to recap Once the players obtain information about what
the events of this part, especially what they found in eras they can travel to, they can proceed to the next
the library. After, Captain Nichols confirms strange two eras. The eras can be played in any order before
temporal readings emanating from Colonial Angel they return to the Black Knight’s cavern. Though
Grove and Angel Grove in the Wild West. With this the next two sections are listed in numerical order,
knowledge, Captain Nichols alters their Chrono players can approach them in any order.
Morphers and Time Ship to travel to those eras.
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“Step aside, men! I do not believe we have weeks ago, a strange figure clad in black armor (the
anything to fear from these visitors.” Black Knight), “like a really bad Knight” arrived and
A gentleman in a long blue overcoat with an demanded that Tom surrender the town to him. Tom
emerald green shirt smiles at your group, his refused and swore he would keep the town safe
long brown hair held back by a green ribbon. even without his former Green Ranger powers. The
He raises his ring into the air, flashing it before evil knight then used a strange relic to summon the
your eyes for a moment before he gives Rat Monsters to plague the town’s grain production.
you a wink. He also summoned a group of Putties dressed as
British soldiers and used them to seize control of
“If I’m not mistaken, it looks like General a nearby warehouse that holds most of the town’s
Washington’s reinforcements have arrived. I munitions and supplies.
believe these are those …special Rangers… that
he promised us.” At those words, the soldiers Tom stresses how important it is to reclaim the
lower their weapons and mumble an apology to armory from these monsters. Without the supplies,
your group before departing. “Apologies for the the colonial forces in the area will starve and
cold welcome, Rangers, I’m mayor Oliver. We lack the much-needed gunpowder the town had
should chat.” promised to General Washington’s forces.
With that, the well-dressed mayor nods his head Tom offers the Rangers as much support as
towards a nearby building and gestures for you possible but stresses that it may be best for him to
to join him. keep prying townspeople away while the Rangers
work. From his recollection, the history books do
not mention brightly colored militia battling horrific
A DIF 12 Alertness Skill Test reveals that the monsters, and he intends to keep it that way. He
Mayor’s gold ring has a symbol that bears a striking may not possess his powers but as he puts it, “Once
similarity to the Green Ranger power coin. a Ranger, always a Ranger!”
Once they reach the building, the mayor offers the
Rangers a drink of fresh well water. He explains that
he recognized them straight away as not being from
The Rats Cometh
this area, and, he surmises, not from this era based on As the rats attack at odd hours, Tom suggests the
how they talk. He briefly explains his story before he Rangers start by liberating the warehouse from the
gets to the point of what he needs from them. Black Knight’s Redcoat Putties. The warehouse is
located not far outside town to keep Angel Grove
safe if a fire detonates its cache of gunpowder. Tom
ROLEPLAYING MAYOR TOM OLIVER leads the group to the hill overlooking the armory.
Mayor Tom Oliver bears a striking resemblance The armory is a plain brick and wood building, and
to legendary Power Ranger Tommy Oliver. Despite a tattered flag of colonial North Carolina still hangs
challenges, he is warm, welcoming, and stays calm from its battlements. A small squad of Redcoat
in perilous situations. He wears stylish clothes with
Putties patrol the outside of the building.
a powerful emerald green motif.
Willpower: 17 Cleverness: 15 Even from a distance, it is clear that the defenders
are Putty Patrollers dressed up as British soldiers—
Knowledge: Mayor Tom comes from the future,
two of them for each Power Ranger character.
a clone of Tommy Oliver created by the Wizard of
Deception. Freed from the evil sorcerer’s influence, They do their best to pantomime the movements of
Tom knew he had no place in modern Angel Grove British soldiers, but the Rangers see right through
and made a life for himself in the past. this disguise.
Motivation: Mayor Oliver wants to protect his Tom stresses how important it is not to destroy the
town from outside threats, mundane or monstrous. building or to utilize any attack that has the risk of
He lacks Ranger powers and has no desire to starting a blaze; the supplies within are precious for
regain them or return to the present, preferring his
peaceful life with his family.
General Washington’s war effort. The Rangers must
engage the Putties in hand-to-hand combat while
Mayor Tom convinced the people of Angel Grove inside the building or attempt to lure the Putties away.
that the British caused their recent problems, but the
truth is the town faces a more potent threat. A few
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The Warehouse Exterior The creatures are holding various trinkets and
treasures that they have likely stolen from
The players should feel free to devise plans to stop nearby farms, and as they start to get the
the Putties. Reward creativity with positive shifts, advantage over Tom, one of them looks at you
Edge, or Story Points. and hisses angrily!
Points of Interest
The area has the following features.
Points of Interest
• Warehouse: The warehouse is made of sturdy
brick construction. While the walls aren’t likely The area has the following features.
to catch fire, the wooden roof ignites if it suffers • Clearing: The clearing is 20ft × 25ft with
2 or more Fire damage in one hit. Once lit, the thick tree cover around it. The clearing is
fire can be put out by spending two Standard approximately 35ft from the edge of the
actions. If the fire burns for four or more rounds warehouse.
without being treated by the Rangers, the • Trees: Trees provide cover and concealment in
warehouse burns down. this area, but are rough terrain to those passing
• Nearby Woods: The nearby woods offer through them.
cover and concealment, but is rough terrain .
Threats
Characters sneaking through the woods enjoy
2 on Infiltration Skill Tests. Three Rat Monsters accost Mayor Tom in
• Abandoned Wagon: When the Redcoat Putties addition to the remaining Redcoat Putties attacking
attacked, the common folk fled, including an the heroes. Mayor Tom defends himself until the
empty wagon. The wagon provides cover. Rangers can save him.
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All six of them look strikingly familiar and you to save the city. They were looking for a safe place
realize where you’ve seen them before: they to camp when Needlenose and his strange avian
must be the ancestors of the original Power minions cornered the group in the canyon.
Rangers team! They all stand opposite of you as Sheriff Stranger asks the time traveling Rangers to
their leader, Sheriff Oliver, continues. help save the town with as little damage as possible.
“I don’t know if you’re needing to get out He’d like to perform a two-pronged attack: he and
of here, but I do know we need your help. his Rangers rescuing citizens from the mine while
Seems Boss Needlenose has come back from the player character Power Rangers liberate the
his untimely end, and he’s got a bunch of my town by defeating Needlenose and his remaining
townsfolk trapped. We could really use your Tenga Warriors.
help if we’re gonna fix this problem without
losing anybody else.”
Eye of the
ROLEPLAYING SHERIFF TERRANCE Needlenose
OLIVER/THE WHITE STRANGER The Rangers can easily follow the nearby road to
Sheriff Terrance Oliver, also known as Sheriff reach Angel Grove. As they approach, they can
Stranger, bears a striking resemblance to legendary see the brick-and-mortar buildings rising up in
Power Ranger Tommy Oliver. Despite challenges, he the distance.
is warm and welcoming, and stays calm in perilous
situations. His white outfit is dusty from fighting, and
his unique bowie knife hangs at his hip. You can taste the thick dust of the road through
your masks and the desert sun beats down on you
Willpower: 17 Cleverness: 15
from above. No matter how hard you try, your legs
Knowledge: Sheriff Oliver searched across the become coated in light brown dirt that seems to
U.S. for his destiny and found it in Angel Grove, as
the town’s protector. He has 101 stories about his
cling to everything. Your Chrono Morphers beep
travels. He and his Rangers no longer have their ominously as your time sensors let you know that
powers, but that doesn’t stop them from fighting the the temporal quakes are slowly starting to affect
forces of evil. Sheriff Oliver knows Angel Grove and the era you are in. If you do not retrieve the pieces
the surrounding areas like the back of his hand but of the wand soon, it may be too late.
knows nothing about time travel or the Black Knight.
He can also provide the player characters with As you make it over the hill you see a familiar
Needlenose’s Hang-Up. sight that you have noticed from historical logs.
Motivation: Sheriff Oliver wants to save the citizens You see the town of Angel Grove, California
of Angel Grove and remove any danger to the town. shortly after it was founded. The quant little
town appears eerily quiet even from a distance,
Sheriff Oliver sits down next to a campfire where
and though you see what appears to be figures
several of the settlers are cooking food. He explains
moving in the distance you can tell by the
that his group was kicked out Angel Grove a few
way they jump about that they are likely not
nights ago. A massive storm hit the area and when
Angelinos but more of Needlenose’s minions.
the people of Angel Grove awoke the next morning,
they discovered strange devices throughout the
town. Needlenose, a monster bandit that previously Sneaking into the town without notifying the
threatened the town, stood next to a strange knight Tenga is quite a challenge. The group must sneak
clad in black who declared he was the new boss of through two parts of town, the Outer Ring and the
the city. Needlenose forced half of the town’s citizens Inner Neighborhoods, to reach the Town Center.
to work the nearby silver mine. He locked up the Each section is guarded by waves of Tenga Warriors
other half in the town hall where he holds them that descend upon the first sign of trouble. Sneaking
hostage. Those who tried to resist saw the devices into each part of town requires a DIF 13 Infiltration
detonate, causing massive explosions throughout the Group Skill Test, requiring half or more of the
town. Unwilling to see his town destroyed or lose Rangers to succeed to avoid alerting the Tengas.
citizens to the monster, Sheriff Oliver organized a Even if they are successful, they must contend with
breakout from the town hall. Along with his Rangers another threat: the two Needle Grenades left behind
and the rescued citizens, the Sheriff works on a plot in each town section by Needlenose.
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The grenades are primed to go off if someone
approaches them that is not a Tenga or Needlenose There Isn’t Enough
himself. In order to deactivate the grenades,
a Ranger must succeed on a DIF 13 Science
Town for the Two
or Technology Skill Test. If they succeed, they
deactivate the grenade and prevent it from hurting
of Us, Rangers
anyone else. Should they fail, the grenade detonates Needlenose is vicious, greedy, and refuses to
with a +d4 attack, showering the area in vicious negotiate. Though he does not appear to be the
spines that inflict 1 Sharp damage upon those same Needlenose who may have faced the Power
unlucky enough to be within the 20ft × 20ft blast. Rangers before, he does appear just as deadly.
If the group fails their Infiltration Skill Test to sneak
A monstrous creature resembling a cross between
into the town, Tengas harass them but don’t engage in a
a cowboy and a cactus sits on a large throne
fight: they try to run the Rangers into Needle Grenades.
cobbled together from pews from the local
If they do, the Needle Grenade makes its attack with
church. He’s not surprised to see you approach,
Edge. Rangers can attack the Tenga Warriors, as well,
and with an obnoxious snorting noise he spits into
but they scatter quickly as Needlenose wants to deal
a nearby spittoon before jumping off his seat.
with the Rangers himself. With a DIF 13 Culture
(Strategy) Skill Test, Rangers can discover that the “Well, well, well, I was hoping I’d run into you!
Tengas are working to lead them into traps and instead My new friend Ol’ Knighty promised me that if I
take safer routes to the town center. did as he asked, I’d get a present. Now I’m gonna
get all the silver in that mine AND crush a team of
The General Store rangers! Time to spine, Power Ruffians! Yee haw!”
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BUNDLE OF DYNAMITE With that, the Rangers slip away from the
Rangers can use the bundles of dynamite to make townsfolk and engage their Chrono Morphers to
the following attacks: travel to the next challenge. If your group played
this Part before Part 3, they must complete Part 3.
Bundle of Dynamite
Athletics Explosive If they’ve completed both parts, head to Part 5.
Range: 10ft/30ft
Effect: Stun 3 and Fire 2
Alternate Effect: Target is Stunned for 2d2 turns Development
Hands: 1 Once the players have retrieved the last piece of the
Traits: Area of Effect (35ft × 35ft), Consumable, wand, they must return to the present to defeat the
Fire, Stun Black Knight and destroy his Great Drake (Enhanced
Threats Dragon) once and for all! Assembling the wand
doesn’t require a Skill Test.
If the Rangers were spotted by the Tengas, Needlenose
(see Appendix 1) prepared for the fight and gains Edge
on his Initiative Skill Test and first Attack Skill Test. After
losing half of his health, Needlenose calls for 3 Tenga PART 5:
Warrior reinforcements.
Wrap Up
Sheriff Stranger rides into town at the head of a long
caravan of people who greet the Rangers warmly. Story Objective
Tipping his hat, Sheriff Stranger thanks the players After retrieving the pieces of the Wizard of
for all that they’ve done. Deception’s Dark Wand, the team is finally ready
to break through the Black Knight’s barrier and stop
Soon after the battle, the Wild West Rangers him from conquering the world!
arrive with the rest of the townfolk and thank
you for your help. They offer to take you out for
a night on the town in gratitude for the rescue Arriving in the
of their friends, but a shimmering light appears
above. The White Knight’s armored face appears Present
to float in the air. The time stream is starting to buckle under all of
“Rangers! You must hurry! The timeline is slowly the new changes, making traveling through time
adjusting to the Black Knight’s awful vision. difficult. They arrive When they arrive back in Silver
You must return with the Wizard of Deception’s City, they can see how much has changed just in the
wand and defeat him! Please, hurry!” short time they have been gone.
Sheriff Stranger nods grimly as the vision fades
Time begins to unravel as you return to the present.
into nothingness. “I don’t know who your
Your Morphers fizzle and spark, the chrono travel
friend is, but I remember how Kimberly said the
additions unable to cope with the stress. Thankfully,
Rangers were needed to protect the city. You
they still reach the Grid to Morph.
should head back and let us take care of the rest
of the town. From one ranger to another, happy
trails and keep fighting to preserve the future You land on the ground hard as you exit the
we’re trying to build!” time stream, right outside the caves to the Black
Knight’s lair.
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POWER RANGERS ROLEPLAYING GAME
The ground continues to shake and an earth- choose one action for the White Knight to take on
shattering roar emerges from the cave. Initiative 0. When reduced to 0 Allegiance Points,
Within the cave, the White Knight does his best the White Knight leaves the scene.
to breach the barrier to no avail. As you arrive,
the Black Knight starts to tremble with rage. CONTACT PERKS
“NO! I shall not have it! You are too late, Power
Have at Thee! (1 Allegiance Point): One enemy of
Rangers—my Great Drakes shall destroy you
the team’s choice suffers 2 Energy damage on a 3+
and then your world!”
roll on 1d6. If this Contact Action fails to damage
an enemy, the White Knight regains 1 Allegiance.
When the Rangers level the Wizard of Deception’s Away, Darkness! (1 Allegiance Point): All friendly
wand at the barrier, it shatters instantly. This leads to characters may inflict Energy damage on any of
the final showdown with the Black Knight aided by their Attacks during the following turn.
his minion, the Great Drake . The Black Knight is
The Light Guides Us! (2 Allegiance Points): Choose
a formidable opponent who can easily hold his own
one Condition and remove it from all friendly
against Rangers in single combat. Only by working
characters within 60 feet.
together can they be able to defeat the Black Knight.
Fight me, Knaves! (2 Allegiance Points): All enemy
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Wrap Up CONTACT PERKS
Have at Thee! (1 Allegiance Point): One enemy of
If the Rangers prevailed, the White Knight asks the the team’s choice suffers 2 Energy damage on a 3+
Rangers to dispose of the Wizard of Deception’s roll on 1d6. If this Contact Action fails to damage
wand into the lava flow, where the wand melts and an enemy, the White Knight regains 1 Allegiance.
explodes in a massive shower of sparks. He explains
that it is safer to destroy the wand for the safety of Away, Darkness! (1 Allegiance Point): All friendly
the timestream. characters may inflict Energy damage on any of
their Attacks during the following turn.
When it comes to the dragon eggs, the White
Knight wishes to guard the eggs. After all, dragons The Light Guides Us! (2 Allegiance Points): Choose
are a noble species that one day can perhaps one Condition and remove it from all friendly
help protect the world from evil. If the Rangers characters within 60 feet.
try to destroy the eggs, the White Knight tries to Fight me, Knaves! (2 Allegiance Points): All enemy
rescue as many as he can before disappearing in a Attacks within 60 feet of the Knight’s location
ghostly haze. suffer Snag until the start of his next turn.
Regardless of if the Rangers destroy the wand
and what they do about the eggs, the White Knight
offers his services in the future and becomes a potent
Illuminate
Contact for the Rangers. In addition, he offers his You can shine with the light of righteousness. While
wealth of supernatural lore should they call upon him. Morphed, you may spend 1 Power to emanate
bright light in a 30 foot radius for 1 minute.
While in effect, your Martial Arts attacks inflict
Energy damage.
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APPENDIX: THREATS
BLACK KNIGHT,
THE ENEMY THAT RETURNS
“Victory will be mine!”
As timeless as the concept of good and evil, a veritable army of foes for a long time. This has
the Black Knight originally rose to power in the hardened his body, heart, and mind, making him
Medieval Times era. Finding a mystic sword and immune to the following conditions: Frightened,
ancient enchanted armor, the Black Knight became Mesmerized, and Stunned.
obsessed with gaining magical artifacts, creatures,
and, ultimately, power. This quest led him through ATTACKS
a series of chronomantic machinations, as he Blade Unbroken (Might): +d6*, Reach (2 Sharp
south all of the items that might earn him temporal damage)
domination. He fights forever, returning from the Alternate Effects: Multiple Targets (3, 1)
grave to seek his true immortality again and again.
Hands: 1
THREAT LEVEL: 10 Traits: Armor-Piercing, Mystic, Sharp, Silent
SIZE: Common HEALTH: 10 Gauntleted Punch (Might): +d6, Reach (1 Stun)
MOVEMENT: 30ft Ground Alternate Effects: 1 Blunt damage (1)
STRENGTH: 6 SPEED: 5 Hands: 1
SMARTS: 10 SOCIAL: 5 Traits: Blunt, Silent, Stun
TOUGHNESS: 20 EVASION: 15 Shield Bash (Might): +d6, Reach (1 Blunt damage)
WILLPOWER: 20 CLEVERNESS: 15 Alternate Effects: Maneuver (1)
Hands: 1
SKILLS Traits: Blunt, Silent
• Acrobatics +d4
EQUIPMENT
• Alertness +d4
• Animal Handling +d4 Weapons: The Blade Unbroken
• Athletics +d2 Armor: Black Plate (+3 Toughness), Black Shield
• Brawn +d4 (+1 Toughness)
• Culture (Arcane) +d6*
Other: Various Arcane Artefacts, Objects, and
• Initiative +d4
Components
• Might (Swords) +d6*
• Performance +d2 HANG-UPS
• Science (Alchemy) +d4*
Arcane Obsession: The Black Knight is obsessed
• Survival +d2
with acquiring new and more powerful magic
• Targeting +d6
materials and knowledge. When put in a position to
• Languages: English, French, Gaelic, Latin, Spanish, do so, all Skill Tests made that are not part of a plan
Spellspeech
to acquire the targeted arcana suffer 1.
PERKS Cursed Immortality: Something the Black Knight
uncovered long ago tied his life force to an eternal
Arcane Charms and Wards: The Black Knight
ebb and flow of the passage of time. Whenever he is
has scrawled numerous symbols and incantations
Defeated, he falls into a mystic portal to the afterlife,
throughout the surfaces of his armor and shield.
reappearing decades (or even centuries!) later to
He is not considered a Mundane being and
begin his quest for power anew.
has Resistance to Mystic, Magical, or arcane
damage sources. *Mundane is defined as any target that does
not possess the Mystic trait, Magical Powers,
Eternal Warrior: The Black Knight has been fighting
Supernatural Perks, or by clarification of the GM.
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DRAGON
Still growing, this is one of the Black Knight’s loyal POWERS
mythic monsters: a hulking dragon of tough scales,
sharp claws, and fiery breath! Dragonbreath (3/scene, Standard): The Dragon
exhales a blast of superheated, volcanic fire from its
THREAT LEVEL: 6 mouth. Make a Targeting attack Skill Test against
SIZE: Extended HEALTH: 9 the Evasion of all enemies within a 30ft cone from
MOVEMENT: 45ft Ground; 45ft Aerial the Dragon. This attack inflicts 2 Fire damage.
PERKS
Dive-Bomb: The Dragon gains 1 on Attack Skill
Tests after moving at least 10ft in a straight line
using Aerial Movement.
Dragon Scales: The dragon is covered in thick
scales, granting it Immunity to Fire damage and a +2
deflective armor bonus to Toughness.
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GREAT DRAKE
(ENHANCED DRAGON)
Enhanced mystically by the fragments of its former ATTACKS
shell, the Great Drake is a massively grown version
Bite (Might): +d6, Reach (2 Sharp damage)
of one of the Black Knight’s prized Dragons.
Hands: 0
THREAT LEVEL: 10 Traits: Sharp, Silent
SIZE: Huge HEALTH: 15 Claws (Might): +d6, Reach (2 Sharp damage)
MOVEMENT: 45ft Ground; 45ft Aerial Alternate Effects: Multiple Attacks (2, 1)
STRENGTH: 11 SPEED: 6 Hands: 1
SMARTS: 6 SOCIAL: 3 Traits: Sharp, Silent
TOUGHNESS: 23 EVASION: 16 Spitfire (Targeting): +d6, Range 60 ft/200 ft (2 Fire
WILLPOWER: 16 CLEVERNESS: 13 damage)
Alternate Effects: Target is Impaired until the end
SKILLS of their next turn
• Acrobatics +d4 Hands: 0
• Alertness +d8 Traits: Accurate (1), Fire, Integrated
• Animal Handling +d4 Tail Sweep (Might): +d6, Reach ×3 (Target is
• Athletics +d4 knocked prone)
• Brawn +d4 Special Effect: Multiple Targets (up to 5)
• Conditioning +5 Hands: 0
• Initiative +d4
• Might +d6 HANG-UPS
• Performance +d2 Internal Furnace: The Great Drake is fueled from
• Survival +d4 within by a superheated central force that can
• Targeting +d6 be painfully supercooled. Attacks that inflict Cold
• Languages: Understands English damage gain Edge against the Dragon.
PERKS Soul of Greed: The Great Drakes instinctually draw
toward items of great worth. In the presence of gold,
Dive-Bomb: The Great Drake gains 1 on Attack jewelry, or modern forms of wealth, they suffer a 1
Skill Tests after moving at least 10ft in a straight line distraction penalty to any Skill Tests not aimed at
using Aerial Movement. acquiring the substance.
Dragon Scales: The Great Drake is covered in thick *Mundane is defined as any target that does
scales, granting it Immunity to Fire damage and a +2 not possess the Mystic trait, Magical Powers,
deflective armor bonus to Toughness. Supernatural Perks, or by clarification of the GM.
Fierce Opponent: The Great Drake can make two
Attacks when it takes the Attack action.
Mystic: All Great Drake’s Attacks and Powers are
mystical, ignoring any armor bonuses to Toughness
and gaining 1 versus Mundane* targets.
POWERS
Dragonbreath (2/scene, Standard): The Great
Drake exhales a blast of superheated, volcanic fire
from its mouth. Make a Targeting attack Skill Test
against the Evasion of all enemies within a 30ft
cone from the Great Drake. This attack inflicts 2
Fire damage.
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NEEDLENOSE
PERKS
Draw!: Needlenose has spent enough time in the
Wild West as a general outlaw that he has really
ATTACKS
A cactus-mutant that was sent to the Wild West by Cactus Grenades (Athletics): +d4, Range 30ft/45ft
Lord Zedd long ago, Needlenose is a tough customer (1 Sharp damage)
and a born criminal. He is mean-spirited, has a fiery Alternate Effects: Target is Stunned and
temper, and loves little else than to spray a target Immobilized until the end of their next turn
down with paralytic needles and then stand over Hands: 1
them and gloat about their impending demise.
Traits: Area of Effect (20ft × 20ft),
THREAT LEVEL: 7 Consumable, Sharp
SIZE: Large HEALTH: 7
MOVEMENT: 35ft Ground
STRENGTH: 6 SPEED: 6
SMARTS: 4 SOCIAL: 4
TOUGHNESS: 16 EVASION: 16
WILLPOWER: 14 CLEVERNESS: 14
SKILLS
• Alertness +d4
• Animal Handling +d2
• Athletics +d4
• Culture +d2
• Deception +d2
• Infiltration +d4
• Initiative +d4
• Intimidation +d4
• Might +d4
• Streetwise +d4
• Survival +d2
• Targeting +d4
• Languages: English, Myrgoi,
Putty, Spanish
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Paralytic Needles (Targeting): +d4, Range PERKS
30ft/60ft (1 Poison damage)
Draw!: Needlenose has spent enough time in the
Alternate Effects: Multiple Attacks (2, 1), Target is
Wild West as a general outlaw that he has really
Stunned and Immobilized until the end of their leaned in on the gunfighter culture – even if he isn’t
next turn using hip shooters. He always has Edge on Initiative
Hands: 1 Skill Tests, and gains a 1 bonus on his Attacks on
Traits: Integrated, Poison the first round of a Combat scene.
Spiny Punches (Might): +d4, Reach (1 Blunt or 1
Sharp damage) ATTACKS
Hands: 1 Cactus Grenades (Athletics): +d6, Range 60ft/100ft
Traits: Blunt, Sharp, Silent (3 Sharp damage)
Alternate Effects: Target gains the Stunned and
POWERS Immobilized Conditions until the end of their
Covered in Needles (Special): Every time next turn
Needlenose is hit by a melee Attack, roll 1d6. If the Hands: 1
result is equal to or less than the damage suffered Traits: Area of Effect (40ft × 40ft),
in the Attack, the attacker suffers 1 Poison damage Consumable, Sharp
from the paralytic needles that cover his body.
Paralytic Needles (Targeting): +d6, Range
EQUIPMENT 50ft/100ft (3 Poison damage)
Alternate Effects: Multiple Attacks (2, 1), Target
Other: Cactus Grenades ×8
gains the Stunned and Immobilized Conditions
HANG-UPS until the end of their next turn
Hands: 1
Herbanoid: Needlenose is a plant-based mutant being,
Traits: Integrated, Poison
and this means that he is susceptible to a variety
of substances and stimuli designed to harm plant Spiny Punches (Might): +d6, Reach (2 Blunt or 2
life. Against any of these substances, Needlenose’s Sharp damage)
Defenses are considered 2 points lower. Hands: 1
Traits: Blunt, Sharp, Silent
Needlenose (Grown) POWERS
Subjected to one of Lord Zedd’s special alien Covered in Spines (Special): Every time
alchemy growth grenades, Needlenose becomes a Needlenose is hit by a melee Attack, roll 1d6. If
massive spiny beast of dedicated destruction. the result is equal to or less than the damage
THREAT LEVEL: 9 suffered in the Attack, the attacker automatically
suffers 2 Sharp damage from thickened spines that
SIZE: Large HEALTH: 7
cover his body.
MOVEMENT: 35ft Ground
STRENGTH: 8 SPEED: 7 EQUIPMENT
SMARTS: 5 SOCIAL: 4 Other: Cactus Grenades ×8
TOUGHNESS: 18 EVASION: 17
WILLPOWER: 15 CLEVERNESS: 14 HANG-UPS
Herbanoid: Needlenose is a plant-based mutant
SKILLS being, and this means that he is susceptible to
• Alertness +d6 a variety of substances and stimuli designed to
• Animal Handling +d2 harm plant life. Against any of these substances,
• Athletics +d6 Needlenose’s Defenses are considered 2
• Culture +d2 points lower.
• Deception +d2
• Infiltration +d4
• Initiative +d6
• Intimidation +d4
• Might +d6
• Streetwise +d4
• Survival +d2
• Targeting +d6
• Languages: English, Myrgoi, Putty, Spanish
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RAT MONSTER REDCOAT PUTTIES
Local vermin turned into hulking, mutant rat Specially modified Putties like the British soldiers
beasts by the Black Knight’s magic and temporal of colonial times. These are little more than oddly
manifestations. armed Putties playing dress-up.
THREAT LEVEL: 3 THREAT LEVEL: 2
SIZE: Common HEALTH: 4 SIZE: Common HEALTH: 2
MOVEMENT: 40ft Ground MOVEMENT: 30ft Ground
STRENGTH: 4 SPEED: 4 STRENGTH: 3 SPEED: 3
SMARTS: 2 SOCIAL: 2 SMARTS: 2 SOCIAL: 2
TOUGHNESS: 14 EVASION: 14 TOUGHNESS: 13 EVASION: 13
WILLPOWER: 12 CLEVERNESS: 12 WILLPOWER: 13 CLEVERNESS: 12
SKILLS SKILLS
• Acrobatics +d4 • Alertness +d2
• Alertness +d2 • Athletics +d2
• Animal Handling +d2 • Culture +d2
• Athletics +d2 • Deception +d2
• Conditioning +1 • Initiative +d2
• Deception +d2 • Might +d4
• Initiative +d4 • Performance +d2
• Might +d4 • Targeting +d4
• Survival +d2 • Languages: Speaks Putty, Understands English
• Languages: Understands English and Spanish and French
PERKS PERKS
As a Pack: The Rat Monster gains 1 on Attack Power in Numbers: The Putty gains Edge on attack
Skill Tests if there are two or more Rat Monsters rolls against a creature if at least one of the Putty’s
within 5ft. allies is within 5ft of the target.
Gnaw: The Rat Monster’s Bite attacks gain a ATTACKS
cumulative 1 to their Attack Skill Tests if they Unarmed (Might): +d4, Reach (1 Stun damage)
attack the same target on consecutive turns.
Hands: 1
ATTACKS Traits: Silent, Stun
Bite (Might): +d4, Reach (1 Sharp damage) Musket Shot (Targeting): +d4, Range 30 ft / 90 ft;
Hands: 0 (1 Sharp damage)
Special: See Gnaw Perk Hands: 2
Traits: Sharp, Silent Traits: Ballistic, Inaccurate (1), Reload, Sharp,
Silent
GEAR
GEAR
Other: The Rat Monsters carry a variety of stolen
treasures. When defeated, Rangers can gain 2 on Armor: Redcoat uniform and wig
their next Wealth Skill Test. Weapon: Musket
HANG-UP HANG-UP
Scatter!: The Rat Monsters are still prone to fleeing Easily Distracted: Deception checks to divert
from negative attention, meaning they MUST use a Putty’s attention elsewhere using a prop or
their Move action to get farther away from any something happening in the scene gain 1.
source of damage they have suffered since the end
of their previous turn.
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TENGA WARRIOR
Rito Revolto’s present to his brother-in-law, Lord PERKS
Zedd, was a collection of psychically charged
monster eggs that hatched to unleash a new Distraction: Enemies suffer 1 on Attack Skill Tests
version of a very old creature found in the annals if there are two or more Tenga Warriors currently
of the Dark Dimension—the Tenga Warrior. Birdlike within 10ft of the attacker.
creatures that reproduce remarkably fast, Tengas Dive-Bomb: Tenga Warriors gain 1 on Attack Skill
were once known as some of the fiercest fighters Tests after moving at least 10ft in a straight line
in the universe. Time sealed away in their eggs using Aerial Movement.
has seemingly dulled them somewhat, as they are
often bested by Power Ranger attacks, but they are ATTACKS
numerous and easily replaceable.
Beakslash (Finesse): +d2, Reach (1 Sharp damage)
THREAT LEVEL: 3 Hands: 0
SIZE: Common HEALTH: 3 Special: Attacks for Free action if Talon attack hits
MOVEMENT: 30ft Ground; 40ft Aerial same target
STRENGTH: 4 SPEED: 3 Traits: Sharp, Silent
SMARTS: 3 SOCIAL: 2 Talon (Might): +d4, Reach (1 Sharp damage)
Hands: 1
TOUGHNESS: 14 EVASION: 13
WILLPOWER: 13 CLEVERNESS: 12 Traits: Sharp, Silent
SKILLS HANG-UP
• Acrobatics +d2 Retreat!: Tenga Warriors are intelligent enough
creatures to know not to linger if they are being
• Alertness +d4
defeated. When more than half of the Tenga
• Animal Handling +d2
Warriors present in a scene are defeated, the GM
• Athletics +d2
must roll 1d6 at the beginning of every Combat
• Brawn +d2 round. On a result of 1, the Tengas’ bravery breaks
• Culture +d2 and they spend all of their remaining actions to flee.
• Deception +d2
• Finesse +d2
• Initiative +d2
• Might +d4
• Languages: Speaks Tenga and all local languages to
their hatching area (English and Spanish)
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