Post by Engram on Apr 18, 2016 11:04:31 GMT -6
"Aura is the manifestation of our soul. It bears our burdens and shields our hearts. Have you ever felt you were being watched without knowing that someone was there?" -- Pyrrha Nikos
ABOUT AURA
In the World of Remnant, every single living creature possesses a soul. From canine and feline companions to humans and Faunus, the soul is that special something that gives everything life. In those that are trained enough, they are able to harness the power of their very souls in the manifestation of an Aura. Each and every Aura is unique, tailored to reflect who a person truly is on the inside. Those with strong hearts and a willingness to help others tend to have Auras of bright color, sometimes giving off sweet scents and providing comfortable feelings to their allies. On the other hand, those of malicious intent will often have darker Auras that serve to strike fear into their opposition.
Regardless of the case, the Aura serves many different functions. The first, and by far the most important, is the preservation of life. Aura allows people to withstand physical harm much more than those not familiar with its utilization. In the worst of cases, the Aura is a person’s best shot at saving their own lives. An Aura is also capable of different abilities. Some use their Aura to help unlock that of another, opening that person to an entirely new world of possibilities. There are others who, through careful training, can focus their Aura into a temporary shield. Pressing further, one can learn to use the power of their soul to strengthen their attacks for a time, often times in defense of themselves or another.
AURA ABILITIES
Below is a list of all non-innate Aura Abilities currently acceptable on REMNANTS. Characters just entering their Freshman year of an academy may start with one (1), and will learn an additional ability as they progress through the classes, eventually graduating with four (4). Hunters will continue to grow in power, giving them the possibility of learning all of these abilities over the course of their career. Characters with artificial Auras may use any of the below, with the exception of Aura Unlocking, Mending, and Illumination.
Defensive Enhancement: Some Aura users are capable of enhancing their defensive capabilities, allowing them to effectively "block" some attacks they otherwise would not. This is generally manifested as a "barrier", which forms between the user and an attack at a range similar to that of a normal shield.
Offensive Enhancement: Others may be able to channel their Aura in an effort to enhance the capabilities of their attacks. This can be used to enhancing the strength of a sword or increasing the speed and/or impact ability of a bullet. This ability is among the hardest to manifest, and as such is generally the last to be learned at the academies.
Aura Unlocking: There are those who display the ability to help others unlock their Aura, generally high ranking Hunters and academy faculty.
Mending: A new ability that manifested during mankind's annex to the mountains, Mending is an ability that essentially works like first aid. Those who possess this ability are able to help treat wounds inflicted on others after their Aura wears off, giving them a fighting chance against the cold clutches of death.
Illumination: Another ability manifested in the mountains, Illumination does as its name implies - illuminates. This ability is generally used to produce light - the source being the user - in dark locations, though some have applied it in combat to confuse enemies in the heat of battle.
These useful abilities aside, none are quite as impressive as the true power of one's soul - a power known as <SEMBLANCE>.
AURA IN THE ROLE PLAY
01. Determining Your AP: Calculating your Aura value is a relatively simple task. All characters start with a base of 100 AP and, assuming they are students, will earn 25 extra AP for each year they have completed at Vytal Academy - eventually graduating with of 200. As Hunters, they will continue to gain 50 points (an additional 25) for each year that they are active Hunters. Characters that attend the Cela Monasteries give up both of these numbers for a static 35 point growth indefinitely - regardless of their age - so long as they train. Characters that choose to live the lives of civilians will either retain their 100 AP base value, or gain 10 for every year old they are beyond 17 years of age.
02. Calculating AP Costs: On REMNANTS, all abilities that draw from the power of Aura will cause one's Aura reserve to deplete. There is no concrete rule for determining Aura costs, and as such you are allowed free reign to have the numbers be what you think is fair. Staff will let you know of any complications that arise from the numbers you came up with. That said, characters have been known to use between 1-5 AP for activating simple Aura abilities, and anywhere between 10-60% of their total Aura pool for activating Semblance abilities.
At the end of the day, compare costs to a character's experience level. For example, some characters will draw 5 points from their reserve for using an Aura Barrier, whereas another character might only use 2 for performing the same task because they are more experienced.
03. Determining Aura Damage: Probably the most difficult part of creating a character on REMNANTS is determining how much damage they are able to do with their Aura. Much of the combat held on the site is free-form, with characters hacking and slashing at one another until their Aura has been worn down. Standard weapons make this a pretty time-consuming task, paving the way for powerful Aura-enhanced - through Dust use or Semblances - attacks. Damage for techniques requiring less Aura use tends to float around 1% of the cost, whereas ones that are stronger and use more substantial Aura amounts can be as high as 60% compared to their cost, sometimes even a few times more if the drawbacks balance it out.