Board Thread:Off Topic/@comment-24993958-20150615093256/@comment-3965075-20150623005954

Bringing back an old one of mine.
 * Name: Biomechanics
 * User(s):
 * Type: Aural, Physical, or Psychic. Which one sounds about right? :/
 * General description: Users can manipulate mechanical devices.
 * General limitations: Only works on the mechanical side of technology. Unlike Technopathy, this semblance 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, since many would lack mechanical components.
 * Visual effect: 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.
 * 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.

I derived this power from the Mask of Biomechanics back when these Semblance threads first popped up.