Board Thread:Off Topic/@comment-25396609-20160923220030/@comment-96.246.27.164-20161001041636

Hey, I was wondering if you guys could give me some feedback on a terribly unoriginal semblance idea that I had that wont get out of my head. Its bugging me so I figured that if I got it down maybe it will leave.

Warning; Lots of text ahead.

-Name: Crystalline Armor (or Dust Knight, or Dusty Armor)(I'm not great with names)

-User(s): N/A

-Type: Conjuration (anything created from aura, whether it be physical, mental, or abstract such as an illusion)/

-Purpose: Offensive (The effect is either directly offensive, or boosts offense) / Defensive (The effect either boosts defense or protects the user). Couldn’t really decide sorry. I think it to be a counter like semblance but counters fall under the heading of defensive and offensive depending on the situation.

-Short description: The user coats themselves in Dust made armor that has effects upon being attack and has small auras (as in radius of effects) associated with the Dust used.

-Activation Cue: The user must stay still for maybe 30-45 seconds as the dust the user uses envelopes the body.

-Range: N/A

-General limitations: Entirely reliant on Dust. Requires Dust to actually work and there is no effect if there isn’t any dust.

-Passive ability(s) (if any):  N/A

-Active ability: Tier One: Upon activation of the semblance, the user’s aura will attract and meld any dust or dust crystals in a meter radius around them and form a layer of armor around the body. The layer of armor isn’t thick, maybe around a sixteenth an inch. It requires that the dust must be of one color to fully use this semblance to its full potential. The amount of dust is also a great requirement as the less dust one has, the less armor is formed when using this semblance and the less bonus one is granted. The armor isn’t necessarily meant to be defensive but to be a counter of sorts as the effectiveness of the armor comes from the dust used to create the armor. The semblance is heavily aura intensive as it requires a continuously aura stream to keep the semblance up. The use of this semblance, while not automatically, shuts down other uses of aura as its heavy use of it makes one want to pour all of their aura into to keep it up.

-Dust interaction (insert dust type here):

Wind/Air; When the armor is formed using this type of dust, the armor is something of lime green or emerald color. This armor has a vortex like aura around the user, making a noticeable air current that is in a similar to a twister around the user. This armor is the most maneuverable of all the dust made armors as due to its effect of the air, grants the user increase speed and increase height when jumping. When the armor is struck by any physical attack, it creates an air blast effect on the assailant. The air blast isn’t destructive but it is violent, having enough strength of force to blow the assailant back a couple steps and disorient him. The downside to the continued use of the armor effect everyone in the area as it will slowly reduce the amount of oxygenated air for everyone with the armors effect radius.

Fire/Burn; When this armor is formed using this type of dust, the armor will acquire a ruby or reddish orange color to it. This armor creates a heat aura around the user, having the temperature within a certain radius steadily increase until it reaches a certain point. The armor is the most damaging when it is struck and its also the most painful on the user. Upon any physical strike against the user while he is in the armor, an explosion will occur with the center being the area of the armor that is struck. The explosion isn’t extremely large, only being around the same force of a single stick of dynamite. The problem is that both people within the altercation are effected by the blast, the user only less so do to the armor.

Water/Liquid; When this armor is formed using this type of dust, the armor will have an azure or deep blue like color. This armor is the least offensive, almost focusing purely on regenerative properties as the aura created by the armor makes a humid zone within a radius of the user. The humidity is actually the dust created small droplets of water that are full of aura that can heal those within the radius of effect. The healing is light and isn’t as effective as oneself using healing aura but its effective in giving everyone in radius as a small boost in strength and energy (think less effecitive adraniline drip). Attacks made against this armor produce a small burst of water that instead of harming the assailant, instead protects the user as the burst of water is meant to direct the user away from the opponent. The inherent downside is that, the humid zone that heals isn’t selective meaning that anyone in the field that can be healed through aura will be healed.

Earth/Stone; When this armor is formed using this type of dust, the armor will acquire a light brown to earthy color to it. This is the most defensive armor as it actually has no actually counter effect like the other dust armors. This is also the least maneuverable armor as it is the heaviest. This armors main point is that is harder and stronger than the other armors, bouncing most attacks off of the user’s armor without much effect. One of the main benefits of this armor is when the user wears it, they gain increase perceptiveness to anything that is also the on ground. This effect spans quite a large radius (almost 50 meters) around the user and this allows to locate any member on to the ground. This ability doesn’t let you follow them as you were actually looking at them but you can pinpoint their movements across the ground and how far they are in relation with you. The biggest downside to the usage of this armor is that its maneuverability is next to none. It is as if the user is effectively carrying a heavy suit of armor that can deflect many blows. It is  accordingly  heavy.

Lighting; When this armor is formed using this type of dust, the armor will adopt an electric blue color that has a constant and random stream of yellow currents that run through it. This is the fastest armor within the arsenal but what it gets in speed it trades is versatility in movement. This armor’s main point is that it can move at high-speed but its movement are terribly linear. The user can move at normal speed and in doing can move normally but the second he uses the armor’s ability to increase their speed they have to forgo maneuverability. When they use the speed ability, there is a visible showing of electrical current flowing around the armor. When this ability of the armor is active, the user moves at high-speeds (around 4 times their faster than how they are normally) and so have trouble moving in curves or in turns. It only has linear movement when it activates it high speeds. Attacks made against the armor creates a taser like affect to the assailant. The taser isn’t lethal only stunning, shocking the nerves of any assailant to stop of them for something smaller than one second and disorienting them for just a bit. The downside to using the armor is that it also shocks the user’s nerves. Not terribly mind you but continued uses of the armor will make the user somewhat numb to their body. It is best to use for at most 3 minutes as that is before the time irreparable damage begins to set in. Once the armor is removed, the user will feel a little numb and tingly which should persist for some time.

<p class="MsoNormal">Ice; When this armor is formed it will adopt a white color with a bluish hue that glistens constantly. This armor is most versatile in implementation but is hardest to continue using. The armor create an aura of cold around itself for a large radius (20 meters) and the affected area will continue to get colder on a steady decline. There is no limit for how cold the affected area can which makes this armor very dangerous. When this armor is struck by an assailant, it create a small explosion of cryonic energy, freezing a small area of the assailant’s body. It only freezes the body closest to the point of contact and it doesn’t matter if that part is organic or not (example: the armor is struck with a sword, the sword will experience the cryo-explosion and will be encased in ice). What makes this armor the most versatile is that it has a control over all ice it creates and its ability can create more when user pour more aura into it. It can form weapons of ice that are effective for maybe two or three swings against anything harder than steel. The weapons can also be ‘discharged’ to release a smaller but effective cryo-explosion. Please not that these cryo-explosion aren’t actually damaging but hindering instead as it makes the area colder a covers it in a thick layer of ice. While it does have the ability to manipulate and form ice it can only do so with ice it has created or has an active hand in making. For instance, if another person were to create a barrier of ice using their own dust, they would have no control over it. However if the user of the armor were to freeze water that came from a water dust than it would have control over that frozen water. The two big downsides to the armor are that it is the most aura intensive, requiring a lot of aura to keep on and even more to create and manipulate ice. The second biggest downside to continue use of the armor is that the cold aura that decrease temperature also has an effect on the user. While it is muted on the user, the effect still stands on them and they will succumb to hypothermia or other cold related maladies if prolong exposure happens.

<p class="MsoNormal">

<p class="MsoNormal">-Gravity; I had ideas for this one but I could never really visualize them. One idea was that when this armor was struck it would great a small distortion of gravity surrounding the assailant that would either reduce or increse gravity's affect on them. Another was that anyone who entered radius around the user in the armor was subjected to an increase in gravity. I really don't have much for it.

<p class="MsoNormal">-Notes: The armor forms in smaller, aesthetically different way that ultimately just make the formation and armor look different from each other. Example; Burn Dust forms its armor with the visual effect of paper burning. Lighting Dust has forms with crackles of sparks eventually forming the armor. Even the armor have different visual aesthetics from one another. Lighting Dust Armor has sharper edges, Earth Dust Armor looks as though it was rusted plate mail, Ice Dust Armor has icicle hanging from edges, and Water Dust Armor always seems to be moving slightly.