Shadow Ranger
03-19-2010, 01:17 AM
Crisis Suit
The Crisis Suit isn’t your standard Power Rangers Outfit. The lining is made from a complex weave of fibers not found on Earth. The lining makes the wearer impervious to extreme heat and cold in addition to absorbing a fraction of attack impact. The Armored Plating on the outside is made from an incredibly tough alloy, also not found on Earth. The Armor deflects all standard Earth firearms and absorbs most of the impact from Earthly explosives. Mind you, the Crisis Suit can’t take a nuke or the full force of a bomb or missile, but if a bomb or missile explodes near the Ranger, the Suit will absorb most of the impact. The Crisis Suit also provides the wearer with enhanced Strength & Speed.
The Visor – The Visor runs the gamut of visual ranges. By gamut, I mean Thermal, X-Ray, 15x Zoom, and Energy (can see sources of energy and differentiate between output levels). The Visor also has a built in visual dampeners that automatically detects the level of light being directed toward your eyes (think those glasses that are supposed to darken in the sunlight). The Visual Dampeners can make the visor completely black when the appropriate levels of light are detected (like if you look at the Sun or if someone tries to blind you with a Flashbang).
The Nose & Mouth Cover—The Nose & Mouth Cover has a built in breathing unit and filtration system.
Power Extractor – This is a built-in system that extracts sources of power that are connected to the Universal Morphing Grid. The only Power that the Extractors cannot extract are from the Crisis Suits themselves and from Zedram. The extractor units are built into the fingertips of the suit’s gloves. To extract Power, a Crisis Ranger must physically grasp a former Ranger’s Morpher Unit when that Ranger is in a de-morphed state, alive or dead it matters not. When a Crisis Ranger extracts the Power from a former Ranger’s Morpher, that Power is purified and returned to the Universal Morphing Grid, effectively freeing the Ranger from Zedram’s Corruption, but leaving them powerless. That Ranger’s Power is then linked to the Crisis Ranger that extracted it. What does that mean? That means that Crisis Ranger can call upon the extracted Ranger’s Weapons and Special Gear (Red Ranger Battalizers, Tommy’s Dragon Shield, Etc.) on command. A couple quick notes. First note is that Powers are not color specific. That means, the Red Crisis Ranger is NOT the only Crisis Ranger that can extract the power from former Red Rangers. Any Crisis Ranger can extract any Ranger Powers from any Ranger. Note number two: Battalizers that require multiple Power sources must have those sources readily available in the Universal Morphing Grid before the Crisis Ranger can call upon it. In other words, say you wanted to call upon the Triassic Battalizer. For Connor to call upon it, he needed Dino Blue and Dino Yellow’s Powers. For you to call upon it, all three powers Red, Blue, and Yellow must have been extracted and returned to the Universal Morphing Grid (not necessarily by you, just in general). Note 3: NO ZORDS. Note 4: No Genetic or Special Powers. First off, the SPD Genetic Powers belong to the Rangers not their powers. Secondly, allowing the use of Connor’s Super Speed wouldn’t be fair since Crisis Silver already gets Super Speed and allowing Ethan’s Dino Skin and Kira’s Sonic Scream wouldn’t be fair if I didn’t allow Connor’s Super Speed.
Crisis Booster -- A built-in Ability Boosting System specific to each suit. This system allows a single boost above and beyond the suit’s norm. This boost has a limited duration as it constantly drains from the suit’s power reserves while active. The Crisis Suit has enough reserves for a sustained 60-second boost before it will automatically shut down to replenish the reserves from the Universal Morphing Grid. From empty, it takes the reserves 5 minutes to replenish. The rule of thumb to follow is in a long fight, shorter bursts from the booster is preferable. The Quantum Booster is Eric’s Personal Crisis Booster since his suit is a combination of the Crisis Suit and his un-corrupted Quantum Powers. A special note for Crisis Green’s Tactilekinetics: The same 60-second rule applies for extended holds. In other words, Green can keep the field up continuously on one object for up to 60-seconds. However, Green can create multiple fields around multiple objects at the same time. But, the 60-second time limit is then divided evenly among the objects. So in other words, if Green has two objects within Tactilekinetic Fields, he can only sustain them for 30-seconds. And no, size doesn’t matter. Lastly, Green can only use this ability on Physical Inanimate Objects. That means Green can’t use this to stop energy blasts or people/demons.
Crisis Blaster – The standard sidearm for the Crisis Ranger. Basically, it’s an Energy Pistol. It’s got enough power to punch through most Earthly alloys with enough impact to stop an Abrams Tank. Every Crisis Ranger has this, including Eric.
And just to give you a frame of reference:
The Crisis Rangers
Crisis Red – OPEN
Crisis Booster: Super Strength. Super Jump
Gear: Crisis Morpher, Crisis Blaster, Power Extractor
Crisis Green – OPEN
Crisis Booster: Tactilekinetics (The ability to move objects with the hands. Basically the suit can generate an energy field akin to a telekinetic field through the suit’s gauntlets.)
Gear: Crisis Morpher, Crisis Blaster, Power Extractor
Crisis Black – OPEN
Crisis Booster: Stealth
Gear: Crisis Morpher, Crisis Blaster, Power Extractor
Crisis Silver – OPEN
Crisis Booster: Super Speed & Reflexes
Gear: Crisis Morpher, Crisis Blaster, Power Extractor
Crisis Indigo – OPEN
Crisis Booster: Personal Force Field
Gear: Crisis Morpher, Crisis Blaster, Power Extractor
Feel free to post your opinions or criticisms here.
The Crisis Suit isn’t your standard Power Rangers Outfit. The lining is made from a complex weave of fibers not found on Earth. The lining makes the wearer impervious to extreme heat and cold in addition to absorbing a fraction of attack impact. The Armored Plating on the outside is made from an incredibly tough alloy, also not found on Earth. The Armor deflects all standard Earth firearms and absorbs most of the impact from Earthly explosives. Mind you, the Crisis Suit can’t take a nuke or the full force of a bomb or missile, but if a bomb or missile explodes near the Ranger, the Suit will absorb most of the impact. The Crisis Suit also provides the wearer with enhanced Strength & Speed.
The Visor – The Visor runs the gamut of visual ranges. By gamut, I mean Thermal, X-Ray, 15x Zoom, and Energy (can see sources of energy and differentiate between output levels). The Visor also has a built in visual dampeners that automatically detects the level of light being directed toward your eyes (think those glasses that are supposed to darken in the sunlight). The Visual Dampeners can make the visor completely black when the appropriate levels of light are detected (like if you look at the Sun or if someone tries to blind you with a Flashbang).
The Nose & Mouth Cover—The Nose & Mouth Cover has a built in breathing unit and filtration system.
Power Extractor – This is a built-in system that extracts sources of power that are connected to the Universal Morphing Grid. The only Power that the Extractors cannot extract are from the Crisis Suits themselves and from Zedram. The extractor units are built into the fingertips of the suit’s gloves. To extract Power, a Crisis Ranger must physically grasp a former Ranger’s Morpher Unit when that Ranger is in a de-morphed state, alive or dead it matters not. When a Crisis Ranger extracts the Power from a former Ranger’s Morpher, that Power is purified and returned to the Universal Morphing Grid, effectively freeing the Ranger from Zedram’s Corruption, but leaving them powerless. That Ranger’s Power is then linked to the Crisis Ranger that extracted it. What does that mean? That means that Crisis Ranger can call upon the extracted Ranger’s Weapons and Special Gear (Red Ranger Battalizers, Tommy’s Dragon Shield, Etc.) on command. A couple quick notes. First note is that Powers are not color specific. That means, the Red Crisis Ranger is NOT the only Crisis Ranger that can extract the power from former Red Rangers. Any Crisis Ranger can extract any Ranger Powers from any Ranger. Note number two: Battalizers that require multiple Power sources must have those sources readily available in the Universal Morphing Grid before the Crisis Ranger can call upon it. In other words, say you wanted to call upon the Triassic Battalizer. For Connor to call upon it, he needed Dino Blue and Dino Yellow’s Powers. For you to call upon it, all three powers Red, Blue, and Yellow must have been extracted and returned to the Universal Morphing Grid (not necessarily by you, just in general). Note 3: NO ZORDS. Note 4: No Genetic or Special Powers. First off, the SPD Genetic Powers belong to the Rangers not their powers. Secondly, allowing the use of Connor’s Super Speed wouldn’t be fair since Crisis Silver already gets Super Speed and allowing Ethan’s Dino Skin and Kira’s Sonic Scream wouldn’t be fair if I didn’t allow Connor’s Super Speed.
Crisis Booster -- A built-in Ability Boosting System specific to each suit. This system allows a single boost above and beyond the suit’s norm. This boost has a limited duration as it constantly drains from the suit’s power reserves while active. The Crisis Suit has enough reserves for a sustained 60-second boost before it will automatically shut down to replenish the reserves from the Universal Morphing Grid. From empty, it takes the reserves 5 minutes to replenish. The rule of thumb to follow is in a long fight, shorter bursts from the booster is preferable. The Quantum Booster is Eric’s Personal Crisis Booster since his suit is a combination of the Crisis Suit and his un-corrupted Quantum Powers. A special note for Crisis Green’s Tactilekinetics: The same 60-second rule applies for extended holds. In other words, Green can keep the field up continuously on one object for up to 60-seconds. However, Green can create multiple fields around multiple objects at the same time. But, the 60-second time limit is then divided evenly among the objects. So in other words, if Green has two objects within Tactilekinetic Fields, he can only sustain them for 30-seconds. And no, size doesn’t matter. Lastly, Green can only use this ability on Physical Inanimate Objects. That means Green can’t use this to stop energy blasts or people/demons.
Crisis Blaster – The standard sidearm for the Crisis Ranger. Basically, it’s an Energy Pistol. It’s got enough power to punch through most Earthly alloys with enough impact to stop an Abrams Tank. Every Crisis Ranger has this, including Eric.
And just to give you a frame of reference:
The Crisis Rangers
Crisis Red – OPEN
Crisis Booster: Super Strength. Super Jump
Gear: Crisis Morpher, Crisis Blaster, Power Extractor
Crisis Green – OPEN
Crisis Booster: Tactilekinetics (The ability to move objects with the hands. Basically the suit can generate an energy field akin to a telekinetic field through the suit’s gauntlets.)
Gear: Crisis Morpher, Crisis Blaster, Power Extractor
Crisis Black – OPEN
Crisis Booster: Stealth
Gear: Crisis Morpher, Crisis Blaster, Power Extractor
Crisis Silver – OPEN
Crisis Booster: Super Speed & Reflexes
Gear: Crisis Morpher, Crisis Blaster, Power Extractor
Crisis Indigo – OPEN
Crisis Booster: Personal Force Field
Gear: Crisis Morpher, Crisis Blaster, Power Extractor
Feel free to post your opinions or criticisms here.