With Great Power....
The people of this world are capable of greater feats than one would think. And among the greatest stand the huntsmen and their mortal foes. While capable and skill in many tasks, they excel in combat. But beyond even that they have access to a far greater power… Aura.
Aura & Semblance: Aura, it is the light of your soul, It eases your burdens and shields your heart. It is the power of life and love, flowing through every creature from the trees in a forest to the men in a city. But what sets some apart is their ability to control their innate power, and realize the power of their soul into the world. Aura is both a shield and a sword, acting to protect you from harm and to increase your strength. Everyone has an innate ability to passively use their aura, but only those with the potential are able to control it. It grows over time, in control and power, It is not however invincible nor is it infinite and every use will cause your reserves to deplete and should your aura fade all that you will have left is your resolve.
However should the odds be against you, there is another ability that can be called upon. Semblance. It is the manifestation of one's inner being, a window into the soul. By condensing one's aura into a more tangible form they are able to bring out powers far beyond conventional means. Each Semblance is unique, as is their soul, no two truly matching. The power manifested from a Semblance is the ultimate realization of the wielders inner self. While it's form will never change a Semblance will grow and shift along with its wielder.
With enough dedication and training, one can master one's Aura. And with master of yourself, you can become more than just a man.
One can purchase a specific Semblance for 2 points or roll for one in a Class for 1 point. Or, should you be Human or Faunus, roll for a random semblance for free. As Semblances, and aura, require souls to function Casts are only able to mimic the effect through technology while Grimm do not have the ability at all. Semblances are either personal effects or close ranged unless stated otherwise. You can chose a descriptor for your semblance to give it flavor, such as leaving rose petals behind in your speed or healing others using Blue Fire.
Kinesis: Powers that manipulate objects or forces without having to hold them. The power originates from you, either in an omnidirectional area of about 5 feet or at a targeted range of about 15.
Those who seek control or stability. A fear of change and uncompromising.
- Telekinesis: Ability to manipulate certain materials, an element, or a forces at a distance. Must have touched object or be near it.
- Force: The ability to project great amounts of kinetic force in quick bursts. The impact can come from any direction.
- Ward: Create a shapeable "Force Field" that imparts force on anything in it's area. While you cannot move or alter the effect once cast you can make more and dispel existing ones.
Mobility: Powers that increase your own ability to move. While not always the most impressive when compared to other Semblances one should not underestimate the worth of enhanced maneuverability.
Those who seek freedom or change. Distaste for commitment and homogyny.
- Speed: You've got extreme speed, you move and react faster than most can see, let alone match.
- Flight: You defy gravity, either by means of ignoring it or sidestepping the issue with something like walking on air or through rocket like propulsion.
- Wake: You leave a destructive force in the wake of your movements. This can also be used to propel you to great heights or at greater speeds.
Illusion: The ability to affect the perceptions of others. Illusions are not selective and must be sustained or else they disappear. The amount of Aura it takes scales with how hard it is to detect/dispel the effect.
Those who seek status or knowledge. Distrustful and deceitful.
- Hypnotism: Fool the sense of another being perfectly, but it only works on a handful of targets at a time and becomes exponentially more costly with each addition after the first.
- Invisibility: You are capable of becoming undetectable. Invisible, silent, and masked scent; you may still be detected by exotic senses until you learn to overcome your limits.
- Mirage: Create illusions that affect everyone, but are either easily dispelled if all but impossible to detect or vice versa. Either personal or close ranged.
Bruiser: A simple and direct power, but still very effective, augmenting your innate strengths further or compensating for faults. It's benefits may also be applied to cloths or channeled through a weapon.
Those who are direct and honest. Stubborn and impassioned.
- Chartreuse: Increase your physical abilities or charges a single destructive attack using a certain trigger such as increasing over time or exposure to certain elements. You're highly resistant if not immune to damage by attacks with the element that strengthens you.
- Castile: Your Aura shines bright, it forms an impregnable shield to protect you from any hostile forces, even healing damage already done. Beware, every attack that washes over your aegis dims it's luster.
- Burgundy: Your Soul burns hot, more than simply enhancement you can boost your abilities far beyond than would normally be possible making you a juggernaught. The hotter the "flame", the shorter your time.
Support: A Semblance built around aiding others, but offers no direct personal benefit. While you can assist multiple people at once the effect is diminished in equal measure.
Those who are copacetic and mature. Compromising and passive.
- Cura: You can quickly heal the wounds of others. Save for death nothing is beyond your completely ability to cure, though some wounds are more costly to reverse than others.
- Helping Hand: Increase the already existing abilities your allies. Lending aura, boosting Semblances, enhancing skills and gifts, the versatility of this power is great.
- Bless: Grant a pre-chosen non-support Semblance to others. Can be bought multiple times.
Summon: The ability to create beings from your aura. The creations are not sapient though can follow basic instructions requiring intuitive thought, knowing their role instantly upon appearing.
Those who seek acceptance. Hesitant with trusting others.
- Simulacrum: Creates a perfect clone but only one at a time.
- Crowdsource: Creates multiple clones but suffers some drawback (weaker, staying in place, etc.) in compensation.
- Duplicity: Summon a copy of some narrow category related to you. (Defeated enemies, close friends, Current enemy, ect.)
Space/Time: Granting one the power to manipulate the very fabric of the universe Space/Time Semblances are very powerful with decent utility as well.
Those who seek optimization and options. Goal oriented.
- Pause: A Semblance that allows you to exit the flow of time, making appear as if time has halted. Your ability to affect the world is limited as objects will not move while time is stopped even if force is imparted, this extends to equipment as it will become equally inviolable upon leaving contact with you. Even with aura to spare it's not an effect that can be used for extended periods.
- Gateway: A semblance that causes a certain element or type of object to act as a portal to another similar object. Your range varies with familiarity and experience, at first it's limited to accurate perception or intimately familiar locations. If you so choose you can conserve the momentum of what enters. That is: speeding things go in; speedy things come out.
- Blink: Teleportation. You can appear anywhere in line of sight, reorienting yourself as you please.
Witch: Rather than empower yourself you choose to hinder your enemies. All are resistable by by some means, most often by way of Aura, Will, or Health. The effect ends when you are unable to supply the aura to sustain it.
Status Effects.
Those who value Guile and patience. Self Delusion and refusal to cope.
- Jynx: A variety of "Gradient" Status Effects that weaken or pester an enemy, even when resisted they often still cause some issues for the victim. Despite the difficulty in resisting them they tend to not be very strong, taking many successful uses to stack high enough to be debilitating.
Examples: Poison, Weaken, Pain, Charm, Slow, etc.
- Curse: The ability to inflict a single "Save or Die" style status effect. If the target is unable to resist the power they are afflicted with the full, often deadly, effect of the Semblance.
Examples: Death, Disintegration, Polymorph, Control, etc.
- Bewitch: The ability to afflict a permanent, or near permanent, affliction on the target. These effects require some form of catalyst or are otherwise limited in their scope. The effect can be cumulative or independently progressive, but once the victim fails to resist too often or simply runs out of time their only hope lies in your mercy to release them.
Examples: Petrify, Doom, Compel, Depower, etc.
Alchemical: The creation or alteration of objects via your aura. A Semblance with much utility in and out of combat. While the effect does not require aura after being created and doesn't weaken with multiple uses it will end if you are unconscious or leave the area.
Those who seek to enact change. Idealistic or fanatical.
- Psychogenesis: You can create simple objects quickly, thought the more complex the harder it is. The objects you create are made out of either Aura or your chosen Element/Descriptor. (Pick One).
- Transmutation: The ability to physically alter already existing objects changing their state, shape, and characteristics at will.
- Enchant: You can grant an existing object the ability to channel a pre-chosen Semblance.
Aura Advantages: The means to which you can further enhance and personalize your Semblance. For a reflection of one's own soul the more one can adjust it to better it can mirror your inner self, and the more useful it can be. Each advantage Costs 1.
- Greater Aura: You hold within you a well of power far deeper than all but the most veteran Hunters. In terms of stamina and endurance, in regards to your Aura, few if any of your peers come close. A sign of inner potential yet untapped.
- Dust Booster: Your Aura is far more "Fluid" than most, able to utilize dust directly to change it's properties and open new avenues for use. A sign of one's ability to adapt to change.
- Autoevolution: While Semblances naturally grow stronger and more versatile with experience they remain fundamentally the same. Your Aura is capable of radical shifts that can drastically change and expand the way your Semblance expresses itself. A sign of one's conviction to follow through.
- Broad Strokes: Rather than a specific element or trigger you're Semblance covers a much broader category, Temperature rather than heat or Solid objects instead of Earth. A sign of one's ability to work towards a distant goal.
- Wide scope: Your Semblance is far more just a simple ability, there is more to it than is initially apparent. Purchase another Semblance to combine with your first. A sign of one with multiple facets to their personality.
- Restoration: As the power of Life it is only natural that Semblances grant one a greater ability to recover, but yours goes one step further. Normally Regeneration is a slow process but yours is noticeable and able to be of use in combat with some focus. A sign of one's ability to continue despite hardship.
- Range: Increases the range a semblance can be used at. Close to Ranged to Line of Sight. A sign of one's drive to excel.
- Hidden Depths: Your semblance has some sort of extra trick to it, not quite a second power as an alternate usage or odd mutation. However "off" the general Semblance remains the same. A sign of mystique and secrets.
- Affect Others: Allows certain Semblances to work on others, such as creating clones of them or allowing them to fly with you. A sign of one who places value in the opinions of others.
- Affect Self: You can even use your powers on yourself. For most this isn't much of a boon but for some such as Support Semblances it is priceless. A sign of one who does not lose perspective on themselves.
Aura Disadvantages: Limitations on one's own aura, a window into your own fettered self laid bare. While they may act as chains and bars, the difference between a prison and a haven can be a matter of perspective. However like all weaknesses, one can overcome their flaws with enough dedication.
Grants 1.
- Weak Aura: Your aura is in low quantity, even while playing conservatively you will not come close to matching the endurance of your peers. While Aura's may grow with time you will need to work twice as hard for even half the same result. A sign of one who is passive and avoids conflict.
- Overly Narrow: A Semblance works on a spectrum, on a concept. Rarely does it limit itself such to only a single unalterable form. A telekinetic only able to hold others in place, a summoner only able to create a very specific phantom, or a Speedster unable to react as fast as he runs, these are just a few examples. A sign of one who will focus on an objective entirely.
- Triggered: Your semblance needs certain conditions to activate, such as meeting eyes or being on a timer. A sign of one who is reactive rather than proactive.
- Self Destructive: Your aura is either lacking in some sort of normal secondary immunity or it's use is harmful to you in some way. A sign of one who places an objective before themselves entirely.
- Flickering Light: While other's aura is a steady glow yours is not so steady. A fickle thing, it might shine brighter at times but more often than not it dims or dies when knocked off balance. A sight of one who cannot act decisively.
Broken Base: Unlike others you are incapable of strengthening yourself with aura, at least not to the levels of your peers. Stronger and faster than a normal person but when compared to what a hunter should accomplish you sadly lag far behind.
A sign of one who wishes to remain unnoticed and overlooked.