SPECTRUM ROLE FEATURES
Unlike the other wavelengths found in the Spectrum, White energy focuses itself through the Grid using unique and powerful relics, like Tommy’s beloved tiger-blade, Saba. This somehow connects the inner essence of the White Rangers to their Morphin Grid constructs tighter than that between a normal Ranger’s Morpher and their Zord, Borg, etc. This is why it seems that White Rangers bring new and special kinds of Zords to fight alongside those of their teams. Their Zords are just as worthy of leading the charge as they are.
Power
Personal Power Regeneration: 3 per dayPersonal Power Capacity: +1 per every 3 Levels
Training
Armor: Light and MediumStarting Skill Levels: +2 Might, +1 Culture
Grid Equipment
You start with your possessions from your pre-Morphin life and gain the following items from the Morphin Grid. Those marked with an asterisk are only available when Morphed.- Wrist Communicator
- Power Morpher
- Blade Blaster*
It's Morphin' Time!
Starting at 1st level, by summoning the energy within you through your Power Morpher and saying the words “It’s Morphin Time!” as a Standard action, you are enveloped with a stylized shell of Morphin Grid energy that serves as your armor, grants you access to your Power-based weapons, and many other abilities that require Power to activate. While Morphed, the following traits and features apply:
- Your Toughness Bonus is determined by your Armor Training: Light (+1), Medium (+2), Heavy (+4), Ultra-Heavy (+6).
- All of your Jump distance maximums are tripled.
- As a Free action, you can summon any single Power-based weapon to your hands.
- When reduced to 0 Health, you may choose to avoid Defeat by automatically returning to your natural form, unconscious, and at 1 Health.
Zords
Advanced Spectrum Rangers begin their role of protecting the Morphin Grid with an expectation above those of the common Spectrum. At 1st level, you have access to a powerful construct of a particular kind based upon the Power Ranger team you are a part of. These are the various Zords, Borgs, and Power vehicles that the Rangers summon to aid them in battle. Rules and statistics surrounding Zords can be found in the section starting on page 131. When piloting this personal Zord, you cannot suffer Snags when using the Driving skill.
White Ranger Zords
What sort of shape a White Ranger’s Zord takes depends on the kind of Power Ranger Team they are a part of. Examples of previously chosen Zords are:
- Mighty Morphin Power Rangers: White Tiger
- Ninja Power Rangers: Falcon
- Alien Rangers: White Battle Borg
Zord Feature
Upon reaching 3rd level, then again at 6th, 10th, 14th, and 17th levels, a Ranger’s connection and proficiency with their Zord has strengthened and evolved to a place where their abilities while using it are stronger and more powerful than ever. Each time this Role Perk is acquired by a White Ranger, they may choose from the list of Zord Features (see page 136 for details) to apply to their personal Zord.
Grid Relic Weapon
Once chosen to wield the White energy of the Morphin Grid, the newly created White Ranger is gifted a powerful and unique Grid relic weapon through which they can control it. At 1st level, you are given this truly wondrous item that inflicts energy damage with its attacks, plus one level in a special Might or Finesse (Grid Relic) specialization. Unlike other skills, this weapon’s skill die is based upon your level in White Ranger, as shown on the table above.
Additionally, your Grid relic starts with two of the following Relic Weapon Traits:
- Zord Control: The Grid Relic is key to controlling your Zord, halving the time it takes to summon it and giving you ↑1 to hit with your Zord’s attacks.
- Energy Blasts: The Grid Relic is capable of firing three power blasts per day, each one with a Reach of 100 feet and a ↑1 shift to hit.
- Fast Draw: You can summon the Grid Relic to your hand as a Free action while Morphed, and gain Edge on Initiative rolls while it is in hand.
- Intelligence: The Grid Relic is a sentient device with a Smarts and Social of 6 that grants Edge on three Smarts- or Social-based skills of your choice.
- Multi-Strike: The Grid Relic can be used to attack two targets adjacent to one another as a unique Area of Effect, but then it cannot be used to attack on the following round.
- Proximity Alarm: The Grid Relic senses dangers within 60 feet and will alert the wielder.
- Shatter Strike: The Grid Relic gains ↑2 versus objects (not creatures or vehicles).
- Thunderous: The Grid Relic, once per day, emits a powerful roar, screech, shriek, or other sound that attacks all enemies in an adjacent 15-foot × 15-foot cube with a ↑1 shift, deafening targets for 1d6 minutes if successful.
Additionally, your Grid relic evolves and grows with you, allowing you to choose an additional Relic Weapon Trait at 7th, 12th, and 17th levels.
Follow Me!
Upon reaching 2nd level, the White Ranger’s leadership skills are just beginning to shine. At the beginning of any combat, instead of rolling their own Initiative, your teammates may always choose to instead set their Initiative as 1d4 lower than yours (minimum final result of 1). They must choose to follow this Role Perk before you roll your Initiative result, but each team member who chooses to do this emboldens you and adds +1 to your result.
GENERAL PERK
When you reach 4th Level, and again at 8th, 12th, 16th, and 19th Level, you can personalize your Ranger by adding a General Perk for which you meet the prerequisites.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 13th level. This Role Perk only functions while Morphed and fighting as an individual.
Inspiration
When a White Ranger reaches 5th level, they know how to verbally inspire their allies, whether they are in their normal form, Morphed, piloting their Zord, or part of a combined Megaform! By taking a Free action to say something positive and uplifting to a member of their team, that member may add 1d4 to the result of any d20 roll on their next turn. The die increases to 1d6 at 10th level, and to 1d8 at 15th level.
GRID POWER
First upon reaching 6th Level, then again at 11th and 16th Levels, you expand your understanding and connection to the Morphin Grid. Each time you acquire this Role Perk, choose a Grid Power for which you meet the requirements to add to your Ranger.
Shining Leader
When you get to 8th level, you stand as the tip of the shining spear against your enemies, and your teammates know victory is assured if they stand behind you. Once per scene, you can spend 1 Personal Power and a Standard action while Morphed to take a flashy posture and make a spectacle out of yourself to embolden your allies. For the rest of that round and the following round, all of your allies gain Edge on their attack Skill Tests.
Sidestep
At 9th level, you can sidestep danger and dodge certain area effect attacks, such as the slime barrage from the Goo Fish or a strafe from Lord Zedd’s eyebeams. When you are subjected to an attack that has an Area of Effect that targets your Evasion, you may spend a point of Personal Power to reduce the attack result by the number rolled on your Acrobatics skill die.
At All Costs
At 18th level, you have formed a connection with your team strong enough to surprise you with what you are capable of on their behalf. You can, once per day, fight beyond reaching 0 Health while Morphed. Instead of being Defeated or returning to your normal form, you may continue to fight normally. During this time, when an enemy successfully hits you, you lose 1 Personal Power instead of losing Health. If, at any time during this feature’s use, you reach 0 Personal Power, you immediately return to your normal form at 0 Health, with the conditions Unconscious and Defeated. This is a dangerous Role Perk, and is normally only called upon when the team is truly in trouble.
White RANGER PRIME
At 20th level, you have become the most advanced version possible of your team’s White Ranger. Your Morphed form immediately gains the following benefits:
- You gain +2 to all Defenses.
- Additional Point of Damage with Zord (non-Mega-form attacks)
- Edge on Strength-based skill checks.