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Introduction​



Ok, nothing really to say here. This is mostly just applying calculations to fix certain statistics plus some hax additions. Let's just get into it

Statistics​



Dragonzord accepted calc -> Dinozords upgrade their travel speed to mach 6.1 aka Hypersonic
Rangers jumping accepted calc -> Rangers have their travel speed upgraded to 33.2 m/s aka superhuman (almost subsonic lol) and supporting Class 10 feat
Trini pushing big rock accepted calc-> S1 Rangers have their lifting strength upgraded to Class M of 10k tons
  • Furthermore, the current class M rating is based on a monster resisting deep water pressures, these sort of calculations for lifting strength are rather weird as i have seen some calc members approve of the and some others disapprove. For the sake of being safe we should remove the feat, especially since its replaced by an accepted calculation with a stronger value. The lifting strength in season 1 becomes Class M (The Rangers are capable of pushing giant rocks and can casually jump 71 meters into the sky to reach their Zords)
Zedd throws his bomb accepted calc -> Supporting feat to Zedd that can be added to his profile but an upgrade to S2 Rangers

Keys​



This is basically nothing really, just give Rita a Season 3 key and scale her to 4B as all the Season 3 characters are. Justification could be the following
Solar System level (As the wife of Lord Zedd and Second in-command she shouldn't be any weaker than the monsters of the week that fight the Power Rangers)

Hax Additions​



Some Ranger Physiology abilities

Additional Enhanced Senses (The Ranger's visors grant them further enhanced vision to see across long distances. The helmets also contain radios allowing them to communicate, acquire information and various others uses)

Resistance to Law Manipulation via Supernatural Willpower (Zordon's rules of power are actually cosmic laws forced on the Ranger powers by the Morphin Grid itself. The Rangers can break said laws by accumulating enough emotions) REJECTED
 
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Can you elaborate how it meets the site description under law manipulation?
Ok, i'll do my best
So the Rangers' color wavelengths are connected to their Ranger powers which are in turn existing, connected and controlled by the Morphin Grid. The power itself chooses you, not you it

Zordon originally said the 3 rules (Never use the power for your gain, never escalate a battle and keep your identity secret) with the important part right now being escalating a battle. So these 3 rules are important as if you break them then you are basically on the edge of losing your powers. These rules are established by the Morphin Grid and is forced anywhere that a ranger might exist.

The Zords are created by the Morphin Grid, stored within Grid Pocket Realms and connected to the same wavelength and ranger powers of the Rangers themselves. The zords will ignore any command that will lead to breaking the rule of escalating a battle as the Grid forces these rules and it denies the usage of Zords to escalate the battle as that will violate the rule of power that have been established

The Rangers can break said law and force interactions that shouldn't happen by fueling with enough emotion (willpower amps just happen to do that alot)​

The example presented in the Law Manipulation page is the following
"Hieromancers like Azor can create magically-binding laws that can prevent spellcasting."
The Morphin Grid uses its magic (yeah it does use magic to the Ranger powers) to prevent any escalation by calling the Zord when its not needed
 
Ok, i'll do my best
So the Rangers' color wavelengths are connected to their Ranger powers which are in turn existing, connected and controlled by the Morphin Grid. The power itself chooses you, not you it

Zordon originally said the 3 rules (Never use the power for your gain, never escalate a battle and keep your identity secret) with the important part right now being escalating a battle. So these 3 rules are important as if you break them then you are basically on the edge of losing your powers. These rules are established by the Morphin Grid and is forced anywhere that a ranger might exist.

The Zords are created by the Morphin Grid, stored within Grid Pocket Realms and connected to the same wavelength and ranger powers of the Rangers themselves. The zords will ignore any command that will lead to breaking the rule of escalating a battle as the Grid forces these rules and it denies the usage of Zords to escalate the battle as that will violate the rule of power that have been established

The Rangers can break said law and force interactions that shouldn't happen by fueling with enough emotion (willpower amps just happen to do that alot)​

The example presented in the Law Manipulation page is the following
"Hieromancers like Azor can create magically-binding laws that can prevent spellcasting."
The Morphin Grid uses its magic (yeah it does use magic to the Ranger powers) to prevent any escalation by calling the Zord when its not needed
We define laws as "rules, mandates and even fundamental logical principles/truths/facts that are the way in which a reality may function."

Do you have a demonstrable example of reality being changed or actions actively prevented because of these supposed laws of reality?

The supposed "Third Law" is repeatedly demonstrated as a suggestion rather than an actual law of reality.
 
We define laws as "rules, mandates and even fundamental logical principles/truths/facts that are the way in which a reality may function."

Do you have a demonstrable example of reality being changed or actions actively prevented because of these supposed laws of reality?

The supposed "Third Law" is repeatedly demonstrated as a suggestion rather than an actual law of reality.
Eeeeeeh, yeah fair enough. I don't have much right now but i'll see if i can find anything else in the future

I'll remove it from the CRT as it has been rejected
 
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