User:Ahpolki Inika/Semblances

Air Bubble


 * User(s): "The Mentor"
 * Type: Conversion
 * Purpose: Utility
 * Short description: Basically, the user creates an orb of air.
 * Activation cue: A soft glow of the user's Aura around their hand, with a sort of bubbling effect.
 * Range: Medium.
 * General limitations: User can only create a few air bubbles at a time. Oh, and it would require a bit of concentration. They also don't last too long, and to extend their duration with Aura can drain one's reserves rather quickly. And while they are as durable as a rock, they still have breaking point.
 * Passive abilities:  Users of this can hold their breaths for longer periods of time than most folk. Might also gain some resistance to underwater pressures. 'Course, that doesn't automatically make the user a decent swimmer.
 * Active ability: The user draws in air molecules around them, creating bubbles with them and charging them up with Aura.
 * Dust interaction: Air/Wind Dust can add more oxygen into them, making the bubbles useful for diving under water for long periods of time. Certain Elements (Such as Fire or Lightning) can be inserted into them to act as makeshift explosives or mines.
 * Notes: This was mainly inspired by the use of the Airweed around Mahri Nui. Like the air bubbles there, these ones can save the lives of air-breathers and be harmful to water-breathers. The passive buffs were influenced by the Ga-Matoran and Ba-Matoran's own ones. It's a bit ironic for "the Mentor", really, since I kinda picture him as someone with an affinity to Water and not Air/Wind. Thought about giving him traditional water-breathing, but I kinda figured that sorta thing would work better for aquatic Faunus. XD

Biomechanics


 * Known User(s): "The Tinkerer"
 * Purpose: Aural, Physical, or Psychic. Which one sounds about right? :/
 * Short description: Users can manipulate mechanical devices.
 * General limitations: Only works on the mechanical side of technology, it doesn't allow the user to interact with computers. Users can only focus on one device at a time, and even then it requires concentration. This can give the enemy an opportunity to jump on the user. The more complex the machine, the more focus is required. Weapons are unlikely to be affected by this ability, due to near-constant contact with the Aura of other living beings.
 * Activation cue: A wisp of Aural energy (of the same color as the user's Aura) slithers around the target. Strange, vein-like lights flow across the limb or weapon through which the user's channeling their power. Their eyes might also glow.
 * Range: Short
 * Passive abilities; Users have an innate knowledge of mechanics. They can figure out what makes something tick and tock, how to fix or sabotage it. Heck, some might be able to scrounge up something without much difficulty. In sort, the kind of technicians and engineers that would make MacGyver proud.
 * Active abilities: Users can manipulate certain machines. This can consist of simply controlling them, to shutting it down, sabotaging it, or even enhancing its performance to a degree.
 * Dust interaction: Lightning can either be used to fuel the devices, or to damage them. Other Elements can also be used for offensive purposes.
 * Notes: I derived this power from the Mask of Biomechanics back when these Semblance threads first popped up.

Clarity


 * Known User(s): Eloise?
 * Purpose: Aural/Psychic
 * Short description: Clears the head/mind of the target, in a nutshell.
 * Activation cue: The hands and eyes of the glow a bit, the eyes of the target taking on a similar color to that energy as well.
 * Range: Aural
 * General limitations: Some targets might be resistant to mental/telepathic influence. It also is incapable of curing insanity and only calms one's emotions to a degree. Oh, and it can only work on one person at time. And no, the user can't use this on themselves either. And depending on their mental/emotional state, it can either be a bit easier or more difficult.
 * Passive ability: Users are resistant to telepathic/mental influences and assault.
 * Active ability: It removes most thought or emotion from the target temporarily, leaving only composure and clarity. This is mainly used for calming the target down, but it can also allow the user to influence their views to a degree. However, they cannot change their overall views and personality, and the effects are only temporary.
 * Dust interaction: N/A
 * Notes: N/A

Firm Hand


 * Known User(s): Eadberht Ahenobarbus (or just Aheno Barbus, haven't decided his name yet).
 * Type: Conjuration
 * Purpose: Utility
 * Short description: User can summon ethereal constructs of Aural energy, in the shape of large hands.
 * Activation Cue: The user's hands begin to glow in the color of the user's Aura.
 * Range: Medium
 * General limitations: The user requires some focus to control them. A simple command doesn't require much, but if they decide to do something a bit more complex than a regular punch or block, they need to concentrate a bit more. That can leave them open for attack. Also, the hands' nature as constructs makes it possible to break from their grip (and even destroy them). They also cost a significant portion of the User's Aura to produce.
 * Passive ability(s) (if any): User is a bit more resistant to pressure (such as from diving deep into water or being crushed by a strong being). They also have a tighter grip, with some added strength sprinkled into the mix.
 * Active ability: Tier One: User can only summon one hand, and it's uses are limited to punching and blocking attacks.
 * Active ability: Tier Two: User can summon two hands, and can manipulate both of them simultaneously. They can also be used for more complex tasks (such as manipulating objects or grabbing enemies). This particular user was able to incorporate them into his Landing Strategy, using them to slow his descent (and also using one as a makeshift platform or landing pad).
 * Dust interaction (insert dust type here): Solid based Dust (ex: Ice, Stone, ect.) can allow them to deal more physical damage, as well as enhance their durability. Other types can allow them to deal lingering damage, which can especially painful if you end up in their grasp.
 * Notes: I actually was going to give this Semblance to Ekiatz Lamont, but I thought that they wouldn't fit his personality. So they were instead given to his orginal incarnation/former friend instead. Figured they'd work better with him, since he is more amoral than his Ateslian pal.

Psychometry  Wrath
 * Known User(s): A Hunter that I've been developing.
 * Purpose: Psychic
 * Short description: Users learn about the history and details of an object through physical contact.
 * General limitations: Well for one, it doesn't work on living (or dead) beings. Another point is that it can only work on one target at a time. users might also suffer mental backlashes if they try to extract a shitload of information in a short amount of time. This ability might also require a lot of concentration. As such, it might be possible for a Grimm or other type of enemy to sneak up on them.
 * Visual effect: The user's hand and eyes may glow, the former having "veins" of light appear on them. The object in turn might also have this.
 * Passive ability:  None
 * Active ability: Users will "download" the history of the object. They can see and hear things that occurred in the past. They can see anything close to it pretty clearly, but anything a yard or two away will pretty much be a blur. Sound works in a similar manner, with it being muffled up after a certain distance.


 * Known User(s): Llewelyn Montauge


 * Type: Conversion


 * Purpose: Offensive


 * Short description: Allows user to absorb heat and flame to enhance their strength and power.

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 * Activation Cue: Fire and heat seem to be drawn towards the user, the viens (or nervous system) within their arms glowing the color of their Aura.

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 * Range: Short.

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 * General limitations: While it can absorb heat and flame, it doesn't exactly provide protection from them. They're more resistent to Fire, but aren't immune. So throwing them into a fire pit can still damage them. It also doesn't enhance their durability in general, so they aren't bullet-spongues. And while later tier grant them more stamina, it is still possible to burn through it rather quickly.

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 * Passive ability(s) (if any):  A resistance to Fire-based things.

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 * Active ability: Tier One: Users can enhance the strength of their muscles, allowing them to deal more physical damage.

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 * Active ability: Tier Two (if applicable, add more as necessary): Same as above, with the addition of replinishing stamina. Users are also able to leap farther and run faster.

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 * Dust interaction (insert dust type here): Fire Dust can be used to fuel this Semblance, but too much of it can potentially be harmful to them (esspeacilly to the heart).

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 * Notes: Went with Spirit's suggestion for this. Any feedback?