POWER RANGERS E
XTREMESECRET FILES
Version 1.5
-=AUTHOR=-
QUINTIN J. SCOTT
-=AUTHORIZATION=-
SCOTT-ALPHA-5-NINER-TANGO
-=MATERIAL DEEMED ACCEPTABLE FOR CIVILIAN VIEWING=-
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BEGINNING DOCUMENT
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In every case of the Power Rangers incarnation, there are a few things of consistency. From the Zords to the uniforms, the Power Rangers are noticed immediately in the public because of these consistent elements in their mythos. However, there is one thing that the general public is unaware of since the removal of the first Power Rangers incarnation: the Power Morphers.
The Power Morphers were essential to the Power Rangers because the morphers were the veritable "keys" to their power. Without the morphers, the teenage alter egos could not metamorph into the superheroes. Thusly, the Power Morphers were the most valued part of their existence.
When Operation: eXtreme was in its infancy, Sean Morissette, Bill Cranston, and Angela Fairweather developed the idea of wrist mounted morphers.
The idea of the Battle Bracers came into being.
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Entry 1.0.0 Battle Bracers
1. Definition – Battle bracers are devices utilized by the eXtreme Team to call upon their powers.
2. Description – The Battle Bracers are modular in design, modeled slightly after the Lightspeed morphers. They are made of a special fiber-metal sandwiched between layers of styrex (See Entry – STYREX). Each one is strapped to the wrist via magnetic strips. The top of the bracer houses a mini-computer, micro power unit, transmission array, and stazer unit (See Entry – ABILITIES). Centered squarely in the bracer is the Power Coin (See Entry – POWER COINS). On the underside of the Battle Bracer, there is the Activation Port for the X-Rings (See Entry – X-RINGS). They are colored depending upon the coloration of the Ranger.
A. STYREX – An alloy used in the construction of the Battle Bracers which bend light instead of reflecting it. A simple flicking of the wrist shift micro-hexagonal paneling and allows the Battle Bracers to be seen.
B. ABILITIES
B.1 The mini-computer mentioned in DESCRIPTION is tied in to the massive database of the eXtreme Team’s main supercomputer, Z.O.R.D.-1. It has a fully functional membrane keypad, with holographic visual interface, that offers the user a constant database of menus for selection of actions.
B.2 The micro power unit is a .5 (point five) Gw (Gigawatt) lithium crystal battery routing power through a micro-milled ditanium micro-generation station.
B.3 The transmission array allows the eXtreme Team members to stay in contact with the Power Tower and the other members of their team. In the general vicinity of Arlington Falls, the array has an effective range of fifty miles in all directions from a central transmission tower in the center of the city. Should the Rangers find themselves away from Arlington Falls, the transmission array, utilizing the information stored in its mini-computer, bounces the signal off an array of satellites, to the Power Tower.
B.4 Stazer is an acronym for STun Las(z)er. The stazer was developed as an alternative to carrying full turbolaser units that would use too much power, draining the batteries. The stazer works on the principal of using compressed percussion bursts to disrupt the body’s auditory sense causing a variety of effects, ranging from loss of balance and perception to total unconsciousness. The stazer settings are from One to Five with one being the lowest setting (See Entry – STAZER SETTINGS.)
B.4.a STAZER SETTINGS
B.4.a.1 One – A percussion blast echoes against the tympanic membrane, disrupting the body’s ability to maintain its balance. Usual effect on an average size male (5’10", 170 lbs.) lasts for approximately 1.24 minutes.
B.4.a.2 Two – A percussion blast echoes against the tympanic membrane, doubling the power of a Setting One and disrupting the body’s ability to maintain its balance. Usual effect on an average size male (5’10", 170 lbs.) lasts for approximately 3 minutes.
B.4.a.3 Three – A percussion blast echoes against the tympanic membrane, tripling the power of a Setting One. This particular setting also causes the first visible marks of a stazer. On this setting, a purple bruise will appear where the blast strikes. Also, this setting causes a loss of breath. Usual effect on an average size male (5’10", 170 lbs.) lasts for approximately 5.66 minutes.
B.4.a.4 Four - A percussion blast echoes against the tympanic membrane, quadruple the power of a Setting One. Also causes a loss of breath, visual imparity and/or loss of consciousness. Usual effect on an average size male (5’10", 170 lbs.) lasts for approximately 10 minutes.
B.4.a.5 Five – WARNING – This setting is to be used only in eXtreme cases. A percussion blast shears the tympanic membrane, immediately causing deafness which can be corrected if target gets to proper medical facilities within thirty minutes of blast. This is quintuple the power of a Setting One. Also causes a loss of consciousness, but the pain may keep the person conscious. Usual effect on an average size male (5’10", 170 lbs.) lasts for approximately 20 minutes. (Note – It should be noted that it leaves only ten minutes for the target to get to proper facilities should the target fall unconscious.)
C. Activation – The Battle Bracers are activated when the X-Rings come into contact with the Activation Port on the underside of the band. When contact is established, all available power is channeled into the Main Matrix Chamber where the Matrix Computer feeds the special equations that make up the Morphing Matrix. Once the matrix is established, the computer routes it to the Power Coin, which, in turn, completes the sequence.
C.1 X-Rings – The rings are crafted from ritalisium, a metal used in the construction of the Power Coins, and used to activate the Battle Bands.
C.1.A Description – The X-Rings are gold in color, each fitted to the correct ring size of the Ranger. The main facet is a distinctive "X", which lends the ring its name.
C.1.A.1 Ritalisium – This metal is a sort of interdimensional "tap" which "taps" into another dimension to access the uniforms/powers that the eXtreme Team uses.
C.2 Activation Port – A port designed into the Battle Bracer which accepts the X-Rings and begins the power channeling sequence.
C.3 Main Matrix Chamber – A specially created unit built into a miniature "Hypercube" where the Matrix Computer is located and the storage unit for the Morphogenic Particles.
C.3.a Morphogenic Particles – These particles act as teleport carrier waves, accessing the Morphin’ Grid to utilize the uniforms/powers.
C.4 Matrix Computer – This computer was created specifically for the calculation of the Morphing Matrix. Although not as advanced as Z.O.R.D.-1, it is still far more advanced than most computers on Earth.
C.4.a Morphing Matrix – The Morphing Matrix is a complex series of equations used in the triggering of the Transformative Molecular Metamorphosis (read "morphing") by directly accessing the Morphin’ Grid. If even one equation is off, the sequence will not begin.
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Complete Transformative MOLECULAR Metamorphosis
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END DOCUMENT
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