A series of Mega Sized opponents for Power Rangers RPG (Power Rangers Super Lightning Force.)
Lightning flashed in the skies and thunder shook Bennett’s Cove. Night fell early on this late August evening. The rain began to pour in great torrents. The whole storm had an almost supernatural feel to it.
(*Timeline note: This is a one-off that takes place between Seasons 2 and 2.5 of Power Rangers Super Lightning Force.
Rose asked Alphour to summon the Rangers to HQ. She stared at the radar and early detection monitors with grave concern. Something big was brewing in the eye of the storm out in the ocean. Something slightly smaller emerged from the dark circle. It was due to make landfall in mere minutes. Time to Ranger Up.
The First Wave: Sharkfin.
SIZE: GIGANTIC HEALTH: 13
TOUGHNESS: 19 | EVASION: 13
WILLPOWER: 15 | CLEVERNESS: 11
GROUND MOVEMENT: 60 ft. | SWIM: 120 ft.
SKILLS:
Alertness +d6
Brawn +d6*
Might +d6*
Targeting (Blast) +d6*
Languages: Putty, understands Common (?)
PERKS:
Amphibious: Sharkfin can breathe air and water.
Sense Weakness: Sharkfin gains Edge on melee attack rolls against any creature that is wounded.
Immunity: Poison
ATTACKS:
Multiple Attacks: Sharkfin makes two Claw and one Bite attacks OR one Waterjet attack.
Claws: +d6* (Might), Reach (Toughness, 1 Sharp Damage)
Big Bite (Might): +d6*, Reach (Toughness, 2 Sharp Damage)
Water Jet (Targeting) +d6*, 60ft/90ft (Toughness, 2 Blunt Damage)
POWERS:
Charging Attack (2/Scene, Free): If Sharkfin moves at least 60 ft. straight toward a target and
then hits it with a melee attack on the same turn, it gains Edge on that attack. If the target is a creature,
it must succeed on a DIF 13 Brawn Skill Test or be knocked Prone.
This first monster is just the warm-up fight for what is to come. The Kaiju alarms will sound as Sharkfin approaches Bennett’s Cove, so the characters will have to be careful not to destroy property. For the following fights, any terrain with little concern for civilian casualties. (Although Rose and Alphour will still discourage it.)
Shortly after the first fight ends, it will become obvious to Rose that another monster spawned from the center of the storm. Alphour will note that it appeared to be three creatures that seemed to merge on their way into shore. During the fight, Rose will dispatch her Pink Hummingbird Zord to remotely scout the mass at the center of the storm.
Wave 2: 3 Headed Putty Shark.
THREAT LEVEL: 9
SIZE: GIGANTIC, HEALTH: 9* (See Powers)
TOUGHNESS: 19 | EVASION: 13
WILLPOWER: 15 | CLEVERNESS: 11
GROUND MOVEMENT: 60 ft. | SWIM: 120 ft.
SKILLS:
Alertness +d8
Brawn +d6*
Initiative +d6
Might +d6*
Languages: Putty, understands Common (?)
PERKS:
Amphibious:3HPS can breathe air and water.
Sense Weakness: 3HPS gains Edge on melee attack rolls against any creature that is wounded.
Immunity: Poison
ATTACKS:
Multiple Attacks: 3HPS makes three bite attacks
Bite (Might): +d6*, Reach (Toughness, 2 Sharp Damage)
POWERS:
Bizarre Regeneration: When this creature is vanquished, it will return 1d6 turns later with another head. Add 1 Health, 1 Toughness, and 1 Bite Attack.
Hindrance: It can only regenerate this way 3 times before the heads begin attacking one another.
To be continued…

