I made a Table Top system called PRTT or Power Rangers Table Top (if there is a legal issue with me posting a system named this or based around Power Rangers I will happily rename everything so that there would be no legal issues) and I would like players of all kinds to rate it and give constructive criticism so that I may be able to reshape it into something more enjoyable. Stats: Strength: For damage and power struggles. Every 3 you get a +1 modifier to physical damage rolls. Gymnastics: For counters and health. Every 3 gets you a +1 modifier to counters. Constitution: For health and conciousness. Every 5 you get a modifier of +1 to rolls for waking up. Martial Arts: For amount of strikes. Every 5 you get an extra attack with physical attacks, and every 3 gives a +1 to physical attack rolls. Intelligence: For damage with range. Every 3 you get a +1 modifier to ranged damage rolls, and weapon merge rolls. Accuracy: For amount of projectiles. Every 5 you get an extra attack with ranged attacks, and every 3 you get a +1 modifier to ranged damage rolls. Starting Stats: How you get starting stat numbers is by assigning an amount of points (40) to the stats each one having a minimum of 5 and a maximum of 8 except your specialized stat which can go to 10. Sixth rangers can get 10 in two stats. Dependent Stats: Dependent stats are stats that are determined by your main stats. Health: Is made from Constitution and Gymnastics multiplied by three. This stat shows how much damage you can take before becoming unconcious. Defense: Is determined by your Constitution and Gymnastics. Whenever an enemy attacks you or you attack an enemy this stat kicks in. You roll 1d10 with 1 representing 10% of the defense stat and 10 representing 100% If you roll a 10 you don't lose any health and you then have to counter that opponent's attack by rolling against their defense, but if you miss then you must take half damage of their attack. Levels and Experience: PR Suit: Color with a specialized stat. Exp: The experience works by multiplying 1000 by the next level you will get. After you reach that goal then your ranger suit level up which gives you 3 points to spend. (Each suit starts at Level 0) Along with this enemies have experience values. Weaklings give 2 exp for every weakling there is, Monsters give 500, Generals give 1000, and Big Bosses give 3000 experience. Additionally levels may be given as rewards for overcoming certain plot happenings. Specializations: A ranger has one specialization in a stat which effects different stats and other systems. * Zords: What you would think of usually when thinking Power Rangers is giant robots fighting giant monsters so of course this RPG system will have something for playing as the famous Power Rangers' Zords. After you defeat a monster it grows it is apart of the formula of the episodes to counter act this the rangers summon giant robots that destroy the monster. What this system does is depending on your specialization give you different stats to defeat the monster. These differing stats will be given in this table. All Zords level up with your suit which increases the main stat and secondary stat by 1 every 2 levels and all other stats by 1 every 4 levels. Strength = Str: +5| Gym: +3| Con: +2| MA: +4| Int: +2| Acc: +3 Gymnastics = Str: +3| Gym: +5| Con: +4| MA: +2| Int: +3| Acc: +2 Constitution = Str: +2| Gym: +4| Con: +5:| MA: +3| Int: +2| Acc: +3 Martial Arts = Str: +4| Gym: +2| Con: +3| MA: +5| Int: +3| Acc: +2 Intelligence = Str: +2| Gym: +3| Con: +2| MA: +3| Int: +5| Acc: +4 Accuracy = Str: +3| Gym: +2| Con: +3| MA: +2| Int: +4| Acc: +5 Each stat to the megazord directly increases the stat not the modifier itself. * Megazords: Coming with zords is also the power to combine them into a mighty megazord. Megazords follow a similar system to their smaller counterparts. The megazords combine all of the ranger's base stats and depending on who is piloting the megazord the specializations from before are added. Megazord's attack are 1d10 per ranger inside them. *Sixth Ranger Zords: Sixth ranger zords are very weird. Since a sixth ranger has two different specializations they are tricky. These zords may have multiple forms so the first form will have one specialization then when it turns into a new form the megazord form it will combine the two specializations. * Ultrazords: Ultrazords are usually a combination of all of the megazords and it shows as each zord in the ultrazord adds it's stats to the combined total. These zords take alot of power to handle and so everytime an action is made in these everyone must make a roll to save the zord. This roll does not have any modifiers and if one person fails the whole Ultrazord comes down. * Weapons: So in Power Rangers there are usually weapons that go with the ranger's martial arts. These weapons add no attack bonus and are just used for aesthetic, the weapons are usually a swordlike weapon and a blaster, but their super weapon counterparts are different. These super weapons have two forms, Physical and Ranged. Physical super weapons of course add damage to your damage rolls through strength and intelligence through Ranged. The starting bonus through each weapon depends on your specialization like usual. Strength and Martial Arts give +4 to physical damage rolls, Constitution and Gymnastics gives +3 to either physical or ranged damage rolls, and Intelligence and Accuracy give +4 to ranged damage rolls. This increases with every 2 levels by +1. The added mods include damage and attack rolls. * Finishers: After the monster of the week has been damaged enough you may want to finish him off to guarantee his destruction. How to do this is by everyone rolling a Merging roll which must be a roll of 5 or higher this adds your intelligence multiplier. This super weapon is the combination of every special weapon and has the power of each weapon with the person firing using their intelligence or strength to add to the weapons power. Of course some finishers are ranged and some are physical Mentor Ranger: This will more then likely be the DM and will not appear very often through out the game, but they are very powerful and don't need specializations from their power and experience. Sixth Rangers: Sixth rangers come in later during the story so auditions will be ran after a certain amount of enemies are destroyed. These rangers have two specializations and are very powerful. Unmorphed States: In the unmorphed state your modifiers are halved rounding down along with your health, and defense. Also if your dm allows or through a group vote you may have a special unmorphed power that suits what your character is like personality wise and specialization wise. For example they could have clairvoyance and telekinesis, or you could give them more elemental powers. Dying: When your health reaches 0 you will demorph and get knocked prone and unconcious. Until someone picks you up or you make a successful wake up roll you will stay in that state where you are vulnerable. Whenever something hits you you can't dodge and you will get hit if they roll higher then a 1 or someone intervenes. When you take 10 more damage your character will die and you will need to replace them with a new character. Enemies: This section talks about the enemies the players will face throughout the game. Small enemies or mooks are counted as groups with different power based on their numbers, this is in place as to not cause too much stress. As an example a group of three small enemies has a combined total of three health and attack. Other ranks of villains are large enemies, generals and big bosses. Large enemies or monsters of the week have power better or equal to the Rangers. Since the rangers outnumber the monster of the week they have large amounts of mooks following them to distract the rangers. Generals are bigger badder versions of the MOTW and should be stronger then the rangers, but not by too much. Big Bosses as you could tell are the final most powerful villain in the series that usually is so powerful it takes the rangers' powers away. These don't usually have mooks with them. Clashes: A Clash is a battle between two rolls be it ranger versus ranger or ranger versus monster. If a clash happens both people that are within it must roll attributes the GM says to roll and if not said use the opposite stats. A few examples of this is trying to push a monster, what the monster would roll is Constitution and the ranger would use Strength. In the case that they tie it goes to the player. In the case that it's two rangers rolling whoever has the highest natural roll wins. Damage Calculation and Rolls: A damage roll is made using a d10 and adding modifiers to the result. This number is then subtracted by the defense roll made by the target then that result is subtracted by the target's health. *Battle Modes: Sometimes through the series the rangers will get an alternate mode that increases their combat power these are known as Battle Modes but may be called whatever makes sense for the theme (ie. feral for an animal theme) These modes add modifiers based upon their specialization. If you have a Strength, Constitution or Martial Arts you will have an increase of +4, +3, and +2 in the physical stats depending on what you specialized (+4s will always be put in your specialization stat but the other two stats are of your choice) and vice versa for the ranged stats. Campaign Themes: Different themes of rangers will have different boosts to different stats. Such as an animal theme increasing physical attacks or a space aged campaign increasing ranged attacks, but these are only optional. * this means that I believe these sections to be badly written or unbalanced.