I'd like to first reiterate that while this is how I'd do things, it's not the only way to build such a character. You might prefer using more Abilities and Weaknesses to detail the character, or you might prefer a different set of Abilities. Also, I go with a 'less is more' mentality, since you can often fudge the details with descriptions. For example, while I call the Vehicle a "Mega Beast", you can add more details as to whether it's a tiger or a dragon shape, or whatever. It doesn't really matter for the mechanical details, but only in how you tell the story.
So, here's a serial numbers filed off version of the White Ranger (Mega Sentry for Power Ranger, Mega Beast for Megazord, and Mega Sentry Knight for the transformed Megazord).
Mega Sentry White
Abilities (15)
Agile +2
Attack +1
Companion +1
Pilot +2
Perceptive +1
Evasive +2
Transformation (Mega Sentry)+2
-Attack +2
-Armored +1
-Tough +1
Vehicle (Mega Sentry Beast) +3
-Armored +2
-Strong +4
-Tough +4
-Unique: Pilot Fusion +1
-Awkward Size: -3
-Focus: Companion -2
Vigorous +1
Weaknesses (-10)
Code of Conduct -2
Guardian -3
Rival -2
Secret -3
Attacks:
Sentry Arts: Affinity: Martial Arts; Roll 4, DX: 2, End: 0
Mega Sentry Weapon: Accurate (+5), Weapon (-5), Affinity: Companion; Roll: 5, DX: 4, End: 0
Mega Sentry Blaster: Effective (+5), Ranged (+0), Weapon (-5), Affinity: Companion; Roll 4, DX: 5, End: 0
Mega Sentry Beast Claws: Affinity: Vehicle; Roll: 2, DX: 5, End: 0
Mega Sentry Beast Blasters: Ranged, Strength-Powered (+5), Affinity: Vehicle: Roll: 2, DX: 5, End: 5
Mega Sentry Knight Weapon: Effective (+5), Weapon (-5), Affinity: Fused Vehicle; Roll: 4, DX: 7
Mega Sentry Knight Blast Attack: Accurate (+5), Effective 2 (+10), Ranged (Strength-Powered) (+5), Finisher (-10), Affinity: Fused Vehicle; Roll: 5, DX: 10, End: 10
Defense: 4
Health: 40
Endurance: 50
Mega Beast
Defense: 2
Health: 80
Endurance: 40
Mega Sentry Knight
Defense: 4
Health: 80
Endurance: 50
This first version is pretty much by the book. The only thing I added in was the Unique Ability to Fuse with the Vehicle. This would represent the Megazord before and after it transforms. Normally, you don't add Health and Endurance modifier Abilitiess to a Vehicle's stats (which default at 40 Health/40 Endurance like a normal character), but with the Unique Ability, I figured that would show off the combination aspect, as well as the superheroic nature of the bond between pilot and Megazord. That is why there is three sets of Defense/Health/Endurance (the first being the character, the second being the robot beast, and the third being the combined hero with the robot).
I also used Affinities (page 89) as a way to separate out the attacks. Sentry Arts would be the general martial arts a character would use before and possibly after transforming. As Martial Arts, there isn't any real restrictions to when the character can't use them. The Mega Sentry Weapon and Mega Sentry Blaster have the Companion, meaning that they'd be only be available when the character has access to their Companion (and it's up to you to decide if that will be the same as the Saba sword or different type of weapons). The Mega Beast Claws and Mega Beast Blaster, as Vehicle Affinities, are only available as the Mega Beast mode. And finally the Mega Sentry Knight Weapon and Mega Sentry Final Blast are weapons that can only be used as the transformed/fused form.
For this version, you'd want to use the default Scale rules (pages 100-101). In a nutshell, any time a character has a sizable or distinct advantage over another character, they get a +5 dice bonus to that roll. For example, a giant monster has a mass advantage over normal sized people for squishing them. So he'd get a +5 bonus to Strength rolls, subsequently increasing his DX by 5 and doing a lot more damage. In contrast, since the giant monster has a harder time hitting a smaller size, the fleeing people could have a +5 bonus to Defense. However, a giant monster fighting a giant robot doesn't have any advantages, so they'd fight like a pair of normal characters... just really big normal characters.
Oh, an easy thing to not immediately understand is a character can have any number of attacks, as long as they are appropriate to use at the time. The Attack Ability only increases the damage you do, not limit you on the number of attacks a character can have. So if you or the hero pulls out a new attack every 'episode', that's perfectly fine.
Mega Sentry White
Abilities (15)
Attack +1
Agile +2
Pilot +2
Perceptive +1
Quick +2
Transformation +2
-Attack +1
-Armored +1
-Monstrous Destruction +1
-Monstrous Durability +1
Vehicle (Mega Sentry Beast) +3
-Armored +2
-Mecha Destruction +1
-Mecha Durability +1
-Strong +3
-Tough +3
-Unique: Pilot Fusion +1
-Awkward Size: -3
-Focus: Companion -2
Vigorous +1
Weaknesses (10)
Code of Conduct -2
Guardian -3
Rival -2
Secret -3
Attacks:
Sentry Arts: Affinity: Martial Arts; Roll 4, DX: 2, End: 0
Mega Sentry Weapon: Accurate (+5), Weapon (-5), Affinity: Companion; Roll: 5, DX: 2 (15 when transformed), End: 0
Mega Sentry Blaster: Effective (+5), Ranged (+0), Weapon (-5), Affinity: Companion, Affinity: Transformed; Roll 5, DX: 3 (20 when transformed), End: 0
Mega Sentry Beast Claws: Affinity: Vehicle; Roll: 2, DX: 20, End: 0
Mega Sentry Beast Blasters: Ranged, Strength-Powered (+5), Affinity: Vehicle: Roll: 2, DX: 20, End: 5
Mega Sentry Knight Weapon: Accurate (+5), Weapon (-5), Affinity: Fused Vehicle; Roll: 5, DX: 50
Mega Sentry Knight Blast Attack: Effective 2 (+10), Ranged (Strength-Powered) (+5), Affinity: Fused Vehicle; Roll: 5, DX: 70, End: 15
Defense: 4
Health: 40
Endurance: 50
Mega Sentry
Defense: 4
Health: 200
Endurance: 50
Mega Beast
Defense: 2
Health: 350
Endurance: 40
Mega Sentry Knight
Defense: 4
Health: 700
Endurance: 50
Here I'm using My Monstrous Damage rules I mentioned earlier. To make things easier, I just swapped out a level of Attack/Strong/Tough for a level of MD. In this case, I wouldn't bother with the Scale rules. The actual play of the game is the same, you roll the same dice and everything. You just now take and deal more damage, which I think represents their power more accurately.
If you do a "Mid-season power-up", that'd be as simple as adding a level to Transformation or Vehicle, and using those points to add Monstrous Destruction +1/Monstrous Durability +1 (whether you want the power up to be for the hero themself or an upgrade to the robot). If you're not using the Monstrous Rules, you could just add a level of Attack/Tough instead.
Belisarion wrote:How would Saba, the white ranger's sword from MMPR be implemented (speaking, laser from hilt's eyes)? As a companion?
Over
in this thread, Clay does suggest using Companion would work. Since Saba doesn't really do much himself, instead needing to be used by the White Ranger to attack and command the Tigerzord, I didn't go into details under Companion. I figure most of Saba's abilities are descriptive narrative, and the actual uses for Saba are covered under the main characters Abilities (as attacks and focus for the Mega Beast). You might wish to add Abilities and Weakness to the Companion.
Hope this helps.