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ROLEPLAYING GAME

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A Jump Through Time


SOURCEBOOK
Travel through time to
defeat the forces of Evil!
A Jump Through Time features a wealth of new
options for your Power Rangers Roleplaying Game,
both for players and Game Masters!

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• Play as the Purple, Orange, or advanced Spectrum
Quantum Ranger Roles!
• Customize your characters with new time travel-

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themed Origins and Influences!
• Master new Perks and equipment from Time Force,
R.P.M., and other teams!
• Pilot a host of new Zords and Zord attack vehicles!
Use all of this and more to protect the Grid as you
face off against new Threats, ranging from Venjix
Attack Bots to leaders such as the mutant
criminal kingpin, Ransik!
For use with the Power Rangers
Roleplaying Game.
Game
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Be on the lookout for The Time of Knight:
A Jump Through Time Adventure!
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14+
LOT# 010323-01 $55.00
renegadegames.com ISBN 978-1-957311-12-8
55500>
/PlayRGS @PlayRenegade @Renegade_Game_Studios /RenegadeGameStudios
Manufacturer: Renegade Games, LLC. 306N West El Norte Parkway #325, Escondido, California 92026. Importers: Renegade France 52 Avenue Pierre Semard
94200 Ivry sur Seine France. P:+33 (0)1 77 37 60 47. Renegade Games, LLC. Solar House 915 High Road London, London, England N12 8QJ.
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. 9 781957 311128
Made in China.
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ROLEPLAYING GAME

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A Jump Through Time
SOURCEBOOK

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ROLEPLAYING GAME

A Jump Through Time

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Authors: Bryan C.P. Steele with John D. Kennedy President & Publisher: Scott Gaeta

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Developers: Ben Heisler with Jason Keeley Vice President Sales: Andrew Lupp
Cover Artist: Caio Cacau Controller: Robyn Gaeta
Illustrators: Caio Cacau, Eleonora Carlini, Grim Director of Operations: Leisha Cummins
Moon Studios, Gunship Revolution, Fares Maese, Associate Project Manager: Katie Gjesdahl
Francisco Silva Mauriz, William O’Brien, Simone Sales Manager: Kaitlin Ellis
Ragazzoni and Hasbro provided art Sales Assistant: Sophia Gambill
Graphic Designer: Matthew Fisher E-Commerce: Nick Medinger
Editor: Megan Boatright Marketing Manager: Jordan Gaeta
Cultural Consulting: James Mendez Hodes Marketing Assistant: Anais Morgan

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Essence20 Designers: Ryan Costello, Ben Heisler,
Gabriel Hicks, Paige Leitman, JF Sambrano, Bryan
C.P. Steele, TJ Storm, Elisa Teague, Eddy Webb
Senior Producer, Board & Card Games:
Dan Bojanowski
Associate Producer, Board & Card Games:
Kane Klenko
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Producer, RPGs: Kevin Schluter
Lead Developer, World of Darkness:
Juhana Pettersson
Associate Product Developer, RPGs: Ben Heisler
Senior Game Designer: Matt Hyra
Game Designers: Dan Blanchett & Christopher Chung
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Director of Visual Design: Anita Osburn


Creative Director, Games: Jeanne Torres
Creative Director, RPGs: Sarah Robinson
Creative Production: Noelle Lopez & Gordon Tucker
Video Production Associate: Katie Schmitt
Customer Service Manager: Jenni Janikowski
Customer Service: Bethany Bauthues
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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.
TABLE OF CONTENTS
Chapter 1: Introduction 4
What is a Jump Through Time? 5

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Time Travel in Essence20 6
Time Travel Moments in Power Rangers 7

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Enforcing Spacetime Law 13

Chapter 2: Character Options 16


Influences 17
Origins 25
Roles 29

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Expanding Skills for Time Travel
Perks and Grid Powers
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Chapter 3: Tools Through Time 62
Equipment 63
Vehicles 70
Zords and Zord Features 82
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Chapter 4: Morpin’ Across the Ages 106


Time Travel 107
Across the Time Stream 115
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Chapter 5: Threats 130


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CHAPTER 1
INTRODUCTION
“Time and space heal themselves up around them and people simply remember a version of events

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which makes as much sense as they require to make.”
—Douglas Adams, English Author

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WHAT IS A
JUMP THROUGH TIME?
Power Rangers: A Jump Through Time is an who can travel within it, and this sourcebook makes

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expansion sourcebook full of new rules and
information that explore the countless options in
time travel adventures. Whether finding an ancient
warrior hurled forward into the modern era to fight
evil, or a complete narrative arc that crosses the
it easier to take part in those aspects in your games.
Even if your Power Rangers game campaign
doesn’t follow time travelers or explore distant eras,
this sourcebook adds new character options for any
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Essence20 Roleplaying System game. New Origins,
timespace continuum into different eras of history, Influences, Skill Specializations, General Perks,
this sourcebook gives players and GMs of the Power and Grid Powers can apply to many campaigns.
Rangers Roleplaying Game everything they should Specifically for the Power Rangers Roleplaying
need to do so. Game, a Jump Through Time introduces two new
This sourcebook contains many lifetimes’ core Roles: the Orange and Purple hues, giving
worth of helpful information to incorporate into players new ways to start their Power Rangers
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your Essence20 Roleplaying System Power Rangers characters. This book also includes the time-shifting
Roleplaying Game campaigns, opening limitless Quantum Ranger as a new Advanced Spectrum Role
doors to action and adventure. Collected within are for characters looking to transform themselves into a
exciting eras for your campaign to visit, important true warrior for righting temporal wrongs.
Power Rangers lore, and characters from various A Jump Through Time would not be a complete
eras. These chapters give GMs and players many sourcebook for the Power Rangers without a host of
ways to interact with Power Rangers history, new example Zords and Zord Features to help them
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including how to involve unique and important blast, slide, and warp throughout time and space.
characters in their games.
Finding any new story in a greater narrative comes
Not just a collected source of new information with useful lore, A Jump Through Time adds to the
about Power Rangers history, A Jump Through Time expanding Power Rangers setting with a complete
is a collection of brand-new rules, adjustments to chapter dedicated to statistics and background
existing Essence20 concepts, and alternate ways to information on many new entities to encounter and
play the game that takes time travelers and historic interact with throughout their adventures. Be they
scenes into account. Power Rangers series like Time new Threats, friends, or something of a mix between
Force, RPM, Shattered Grid, and others have shown the two, this book details many new identities to
the power and fun found in time stories and those add to your stories.

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A JUMP THROUGH TIME
POWER RANGERS ROLEPLAYING GAME

Transwarp Chronomantics,
Respect for Time Wormholes, Time Portals,
Traveling Stories and More!
In Power Rangers, there have been several instances
The Power Rangers Roleplaying Game is
where Rangers, Monsters, or both have moved
intended to celebrate teamwork, fun and
through the spacetime continuum for one reason or
diversity while the Player Characters engage
another. In these examples, there may have been a

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in outlandish action. Using real-world history
lot of science-like terminologies and explanations,
can make that a challenge. Before you jump
but there did not need to be any specifics given. In
through time, it’s best to ensure everyone at
a universe with giant Zords, monsters, and magic,
the table is excited about any real-world time
it didn’t take a leap of faith to believe time travel is

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periods you choose, whether it’s for an entire
an option.
campaign of play or just one session.
No matter how unbelievable it may be for the
Rangers in each instance, or those created for your
specific game campaigns, the concept of time travel
Time Travel in is demonstrably possible. The narrative can use
any number of given examples that already exist or
Essence20 create new versions to suit the particular story and
situation. What is important for the story is that the
Time travel and manipulating events within Rangers, their mentor, or their allies understand

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the spacetime continuum can be tricky and
problematic. In some media sources it can cause
more narrative problems and plot-holes than it
solves. To avoid time travel creating more problems
how it works in general terms. Attempting to fully
realize and quantify the science at the game table
is unnecessary. It can also lead to situations where
trying to make it realistic gets in the way of the fun
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than it solves, GMs need to understand and plan and excitement of your game sessions.
out how the effects might affect their story in
the long run.
Radical Anomalies Occur
The Essence20 Roleplaying System is designed to
make the most cinematic and flexible fun out of Even with the highest levels of Morphin Grid
each scene the GM crafts with their players. The technology at their disposal, including a massive
cinematic focus makes some interactions between chronologistic computer matrix that maps and
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the narrative story and the Essence20 rules less maintains timeline fluctuations, mistakes still
strict than other game systems. Still, it lends itself happen that create radical moments, anomalies,
very well to the fluid and fuzzy concepts of how and potentially catastrophic ripples in time.
time travel could function, what it could be used Some occasionally slip between the cracks in
for, and what ramifications it can have on a game the system, leading to strange happenings and
campaign’s universe. unexpected futures. Typically, this is why agencies
like Time Force exist; to track and eliminate these
While the options are as truly limitless as the
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temporal mistakes.
imagination, Power Rangers narratives using
Phantom Ranger sightings, temporal fluctuations, Not all of these ripples are true butterfly effect
and many of the Time Force Rangers stories illustrate events leading to drastically different futures by
the time manipulation rules of the setting. The causing a small change in the past. Some are as
following section explores guidelines based on these minor as not being able to meet a person at a
examples to aid GMs when including the concept specific place (“Wes is always here, every time I go
of time travel in your Power Rangers Roleplaying back.”), a minor change to a scene (“Since when did
Game stories. Silver Hills have a professional rugby team?”), while
other events modify major elements (“My name
is Kim, I’m the leader of the Power Rangers. I am
Angel Grove’s Red Ranger.”) These sometimes-subtle
changes are exactly why time travelers do their best

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