Aura
Sept 20, 2019 11:27:44 GMT -8
Post by Parugi on Sept 20, 2019 11:27:44 GMT -8
Power Set Name: Aura
Basic Concept: According to the teachings of Aura Masters of eras past, Aura is a spiritual energy that infuses all living things, often described as the very force of life itself. Some people possess more Aura than others, and these individuals, once sufficiently trained, can draw upon their Aura to accomplish feats seemingly impossible for any other being. These rare individuals are commonly referred to as Aura Guardians, and they are rumored to have had a tremendous influence over the world's history. While the veracity of these claims are difficult to ascertain, it is a certain fact that any well-trained Aura Guardian who takes an interest in modern events will have a significant influence on any situation in which they intervene, which has drawn the interest of both Team Liberty and Team Rocket.
Aura is not limited to humans; many Pokémon demonstrate an affinity towards aura, both through their natural abilities as well as through moves such as Detect, Dragon Pulse, and Aura Sphere, among many others. The Lucario line in particular is known for its near-universal connection to Aura, while others like Medicham, Absol, and Togekiss merely imply such a connection. The Legendary Pokémon of Kalos (Xerneas, Yveltal, and Zygarde) all possess Abilities that draw from and can even change or influence Aura.
Aura abilities come in four flavors: Basic abilities are ones that all Aura users possess; Defensive techniques lean more toward buffs, debuffs, protection, and controlling the field, and are primarily defined as being based on the Aura of a target, and not necessarily that of the user; Offensive techniques are damage-inflicting and are primarily defined as being based on the Aura of the user, and not that of a specific target; and Negative abilities are theoretical powers drawing from negative emotion, considered the ultimate taboo powers within the Defensive and Offensive fields.
Focus: Heavily combat-oriented, though some aspects of Aura are useful for other purposes, such as utility.
Type: While Aura is generally considered Typeless, it is heavily associated with the Fighting-Type and some of the abilities seem to default to that. It is theorized that it is possible for someone to gain Auras of different Types, though the exact process of doing so--natural, artificial, or what--is not known.
Pros:
Cons:
Abilities:
--Basic: Aura Sense, Aura Focus
--Defensive: Aura Flare, Aura Barrier, Damaging Barrier, Singular Stasis, Aura Drain, Throw and Pull, Aura Singularity, Stasis Field, Orbital Barrier, Aura Channel, Aura Telepathy, Aura Recovery
--Offensive: Aura Sphere, Aura Charge, Aura Needles, Aura Cluster, Throw and Pull, Aura Slash, Aura Smash, Aura Slam, Aura Cascade, Aura Rush, Damaging Field, Aura Eruption
--Negative: Aura Domination, Aura Atrophy
Basic
Ability Name: Aura Sense
Ability Description: The most basic ability any Aura user possesses, Aura Sense is the ability to sense and read the Aura of other people and Pokémon, giving insight into the target's morality and state of mind.
Ability Name: Aura Focus
Ability Description: An ability necessary to learn and develop further techniques, Aura Focus is the discipline of maintaining control over one's Aura once it has been unlocked and becomes readily available for use.
Defensive
Ability Name: Aura Flare
Ability Description: User emits a burst of aura-based light, temporarily blinding those around them. Being the lowest-level Defensive Technique, it does not require an extreme amount of focus or precision, and is primarily used to gain a slight edge in combat or to evade pursuers.
Ability Name: Aura Barrier
Ability Description: By focusing their Aura into a singular area, the user can create an immediate barrier between his or herself and a force of opposition, whether an enemy or an environmental danger. The barrier lasts only as long as the user focuses on it, and generally is strong enough that it can only be broken by an opposing willpower greater than the user's.
Ability Name: Damaging Barrier
Ability Description: A variation on the standard Aura Barrier, the Damaging Barrier technique creates a forcefield of Aura that damages opposing enemies or destroys environmental hazards that directly strike it.
Ability Name: Singular Stasis
Ability Description: By manipulating the Aura of a target opponent, the user can temporarily stall their movements. This effect only lasts as long as the user focuses on that target, and because it requires the manipulation of an enemy's Aura, the target is capable of resisting the effect.
Ability Name: Aura Drain
Ability Description: In an act of desperation, the user can draw minute amounts of energy from an opponent, dealing minor damage to the target and slightly healing the user.
Ability Name: Throw and Pull
Ability Description: By manipulating the Aura of a target, the user can effectively create a telekinetic hold over them, enough that they can toss or pull them several feet in any direction. Because it requires the manipulation of others' Aura, the target can resist the effect, and while these abilities are also considered to be Offensive Techniques, they require more time and training for an Offensive-based Aura user to learn.
Ability Name: Aura Singularity
Ability Description: The user manipulates their own Aura to create a point of pull some distance away from them, drawing targets in and temporarily trapping them. The more energy used, the stronger the effect, though the Singularity does not last for more than a few seconds.
Ability Name: Stasis Field
Ability Description: Similar to Singular Stasis, except applied to multiple targets at once.
Ability Name: Orbital Barrier
Ability Description: Having trained and developed their powers, the Aura user is capable of generating shields away from him or herself instead of just directly in front of them. The user can manipulate the movements of this barrier, and can create it anywhere from three to fifteen meters away from their current position depending on their focus and control over their abilities.
Ability Name: Aura Channel
Ability Description: By connecting the Aura of another person with their own, the user can share power with a target, temporarily increasing their strength, reflexes, and mental processes. This ability can also be used to borrow energy from another person or Pokémon in order to increase the efficiency and power of other techniques.
Ability Name: Aura Telepathy
Ability Description: By connecting the Aura of another person with their own, the user can establish a temporary telepathic link with a target. Enemies whom they might try this on can resist the effect.
Ability Name: Aura Recovery
Ability Description: By manipulating either their own Aura or the Aura of a target, the user is capable of facilitating accelerated healing of wounds.
Offensive
Ability Name: Aura Sphere
Ability Description: By focusing their Aura, the user creates a sphere of concentrated Aura energy that can be hurled as an attack. The Aura tracks the target's movements and is thus extremely difficult to avoid. Variations on this include a less-focused version wherein the Aura collapses on itself and explodes on contact with the target.
Ability Name: Aura Charge
Ability Description: An advanced form of Aura Focus, Aura Charge is necessary for any Offensive-based Aura user to learn any techniques beyond Aura Sphere. Aura Charge allows the user to concentrate more energy into their attacks, and with practice, allows them to focus attacks in a shorter amount of time.
Ability Name: Aura Needles
Ability Description: Similar to Aura Sphere, the user creates a storm of needle-like shards of energy that hurl toward a target. Though weaker than Aura Sphere, they are more maneuverable.
Ability Name: Aura Cluster
Ability Description: The user creates multiple Aura Spheres, either simultaneously or in rapid succession, and launches them. Depending on their level of mastery, these can range in power from under-focused to more powerful than a standard Aura Sphere, though generally the individual Cluster Spheres contain an average of about 60 to 70% normal power.
Ability Name: Throw and Pull
Ability Description: By manipulating the Aura of a target, the user can effectively create a telekinetic hold over them, enough that they can toss or pull them several feet in any direction. Because it requires the manipulation of others' Aura, the target can resist the effect, and while these abilities are also considered to be Offensive Techniques, they require more time and training for an Offensive-based Aura user to learn.
Ability Name: Aura Slash
Ability Description: The user focuses their Aura into a large blade of energy, more focused and ideal for slicing structures or targets.
Ability Name: Aura Smash
Ability Description: The user sends a large wall or block of Aura energy forward, smashing it into the target. This can also be used as a makeshift barrier.
Ability Name: Aura Slam
Ability Description: By manipulating the Aura of a target, the user can lift the target several feet into the air and then slam them into the ground, stunning them.
Ability Name: Aura Cascade
Ability Description: The user releases a large, concentrated wave of rolling Aura energy toward the target, bowling them over or launching them back.
Ability Name: Aura Rush
Ability Description: By manipulating their Aura, the user can temporarily create a personalized protection field, allowing them to leap or charge forward and slam into enemies. Though the Aura field protects the user from damage, this technique can only be used a few times in a given time span before it begins to eat away at the user's energy.
Ability Name: Damaging Field
Ability Description: The user creates a field of Aura tendrils around them that damage any enemies they come into contact with.
Ability Name: Aura Eruption
Ability Description: The user unleashes a significant amount of Aura at once in a massive explosion of energy. If not done correctly, the effort will completely drain the user of Aura, killing them with a single attack. Even if done correctly, it will leave the user temporarily drained and likely unconscious.
Negative
Ability Name: Aura Domination
Ability Description: Considered the ultimate taboo of the Defensive Techniques, Aura Domination is the theorized ability of a Defensive-Based Aura user to dominate the Aura of a target, effectively turning them into a puppet for the user. Because of the disconnect between mind and Aura, it is likely that a person put under this effect would be fully aware of their forced actions yet unable to do anything about them.
Ability Name: Aura Atrophy
Ability Description: Considered the ultimate taboo of the Offensive Techniques, Aura Atrophy is the theorized ability of an Offensive-Based Aura user to utterly destroy the Aura of a target, instantly killing them. Given the nature of Offensive Powers as a means for Aura-based combat, it is considered logical that the ultimate form of these powers would be an ability that allows the user to skip the combat stage and directly end the life of their opponent.
Basic Concept: According to the teachings of Aura Masters of eras past, Aura is a spiritual energy that infuses all living things, often described as the very force of life itself. Some people possess more Aura than others, and these individuals, once sufficiently trained, can draw upon their Aura to accomplish feats seemingly impossible for any other being. These rare individuals are commonly referred to as Aura Guardians, and they are rumored to have had a tremendous influence over the world's history. While the veracity of these claims are difficult to ascertain, it is a certain fact that any well-trained Aura Guardian who takes an interest in modern events will have a significant influence on any situation in which they intervene, which has drawn the interest of both Team Liberty and Team Rocket.
Aura is not limited to humans; many Pokémon demonstrate an affinity towards aura, both through their natural abilities as well as through moves such as Detect, Dragon Pulse, and Aura Sphere, among many others. The Lucario line in particular is known for its near-universal connection to Aura, while others like Medicham, Absol, and Togekiss merely imply such a connection. The Legendary Pokémon of Kalos (Xerneas, Yveltal, and Zygarde) all possess Abilities that draw from and can even change or influence Aura.
Aura abilities come in four flavors: Basic abilities are ones that all Aura users possess; Defensive techniques lean more toward buffs, debuffs, protection, and controlling the field, and are primarily defined as being based on the Aura of a target, and not necessarily that of the user; Offensive techniques are damage-inflicting and are primarily defined as being based on the Aura of the user, and not that of a specific target; and Negative abilities are theoretical powers drawing from negative emotion, considered the ultimate taboo powers within the Defensive and Offensive fields.
Focus: Heavily combat-oriented, though some aspects of Aura are useful for other purposes, such as utility.
Type: While Aura is generally considered Typeless, it is heavily associated with the Fighting-Type and some of the abilities seem to default to that. It is theorized that it is possible for someone to gain Auras of different Types, though the exact process of doing so--natural, artificial, or what--is not known.
Pros:
- Power Variety: Aura abilities manifest in a lot of different ways, lending themselves toward a lot of different uses. Even a lower-skilled Aura user can pull off a lot of neat tricks with their powers.
- Combat-Focused: Aura is extremely useful for humans who find themselves getting into the thick of fights, whether fighting offensively or defensively.
- Disciplined: Aura focuses heavily on discipline; those who practice it are capable of reaching mental and spiritual fortitude that non-practitioners find difficult to match.
- Utility Powers: Aura is especially useful for interactions outside of combat, providing a means to track people, read their intentions, detect if they are lying, and a multitude of other uses.
Cons:
- Life Force Usage: Aura abilities generally pull directly from the Aura of the user. As Aura is essentially the universal energy of life itself, using too much of it can result in fatigue, weakness, and--if used too much in a single go--death. Replenishing Aura also takes a not-insignificant amount of time.
- Constant Activation: Aura is difficult to tune out once you tune into it. This can prove distracting and exhausting to those who wish to prefer the peace and quiet.
- Dark Side: Aura users seem especially susceptible to the formation of an evil side. In the best-case scenarios, these suppressed negative entities can only affect the user directly in relatively mild ways, such as through hallucinations or whispering to them; worst-case, they can split off and become an individual all of their own. These entities are extremely dangerous, embodying the negative emotions that Aura Guardians work to keep in check.
Abilities:
--Basic: Aura Sense, Aura Focus
--Defensive: Aura Flare, Aura Barrier, Damaging Barrier, Singular Stasis, Aura Drain, Throw and Pull, Aura Singularity, Stasis Field, Orbital Barrier, Aura Channel, Aura Telepathy, Aura Recovery
--Offensive: Aura Sphere, Aura Charge, Aura Needles, Aura Cluster, Throw and Pull, Aura Slash, Aura Smash, Aura Slam, Aura Cascade, Aura Rush, Damaging Field, Aura Eruption
--Negative: Aura Domination, Aura Atrophy
Basic
Ability Name: Aura Sense
Ability Description: The most basic ability any Aura user possesses, Aura Sense is the ability to sense and read the Aura of other people and Pokémon, giving insight into the target's morality and state of mind.
Ability Name: Aura Focus
Ability Description: An ability necessary to learn and develop further techniques, Aura Focus is the discipline of maintaining control over one's Aura once it has been unlocked and becomes readily available for use.
Defensive
Ability Name: Aura Flare
Ability Description: User emits a burst of aura-based light, temporarily blinding those around them. Being the lowest-level Defensive Technique, it does not require an extreme amount of focus or precision, and is primarily used to gain a slight edge in combat or to evade pursuers.
Ability Name: Aura Barrier
Ability Description: By focusing their Aura into a singular area, the user can create an immediate barrier between his or herself and a force of opposition, whether an enemy or an environmental danger. The barrier lasts only as long as the user focuses on it, and generally is strong enough that it can only be broken by an opposing willpower greater than the user's.
Ability Name: Damaging Barrier
Ability Description: A variation on the standard Aura Barrier, the Damaging Barrier technique creates a forcefield of Aura that damages opposing enemies or destroys environmental hazards that directly strike it.
Ability Name: Singular Stasis
Ability Description: By manipulating the Aura of a target opponent, the user can temporarily stall their movements. This effect only lasts as long as the user focuses on that target, and because it requires the manipulation of an enemy's Aura, the target is capable of resisting the effect.
Ability Name: Aura Drain
Ability Description: In an act of desperation, the user can draw minute amounts of energy from an opponent, dealing minor damage to the target and slightly healing the user.
Ability Name: Throw and Pull
Ability Description: By manipulating the Aura of a target, the user can effectively create a telekinetic hold over them, enough that they can toss or pull them several feet in any direction. Because it requires the manipulation of others' Aura, the target can resist the effect, and while these abilities are also considered to be Offensive Techniques, they require more time and training for an Offensive-based Aura user to learn.
Ability Name: Aura Singularity
Ability Description: The user manipulates their own Aura to create a point of pull some distance away from them, drawing targets in and temporarily trapping them. The more energy used, the stronger the effect, though the Singularity does not last for more than a few seconds.
Ability Name: Stasis Field
Ability Description: Similar to Singular Stasis, except applied to multiple targets at once.
Ability Name: Orbital Barrier
Ability Description: Having trained and developed their powers, the Aura user is capable of generating shields away from him or herself instead of just directly in front of them. The user can manipulate the movements of this barrier, and can create it anywhere from three to fifteen meters away from their current position depending on their focus and control over their abilities.
Ability Name: Aura Channel
Ability Description: By connecting the Aura of another person with their own, the user can share power with a target, temporarily increasing their strength, reflexes, and mental processes. This ability can also be used to borrow energy from another person or Pokémon in order to increase the efficiency and power of other techniques.
Ability Name: Aura Telepathy
Ability Description: By connecting the Aura of another person with their own, the user can establish a temporary telepathic link with a target. Enemies whom they might try this on can resist the effect.
Ability Name: Aura Recovery
Ability Description: By manipulating either their own Aura or the Aura of a target, the user is capable of facilitating accelerated healing of wounds.
Offensive
Ability Name: Aura Sphere
Ability Description: By focusing their Aura, the user creates a sphere of concentrated Aura energy that can be hurled as an attack. The Aura tracks the target's movements and is thus extremely difficult to avoid. Variations on this include a less-focused version wherein the Aura collapses on itself and explodes on contact with the target.
Ability Name: Aura Charge
Ability Description: An advanced form of Aura Focus, Aura Charge is necessary for any Offensive-based Aura user to learn any techniques beyond Aura Sphere. Aura Charge allows the user to concentrate more energy into their attacks, and with practice, allows them to focus attacks in a shorter amount of time.
Ability Name: Aura Needles
Ability Description: Similar to Aura Sphere, the user creates a storm of needle-like shards of energy that hurl toward a target. Though weaker than Aura Sphere, they are more maneuverable.
Ability Name: Aura Cluster
Ability Description: The user creates multiple Aura Spheres, either simultaneously or in rapid succession, and launches them. Depending on their level of mastery, these can range in power from under-focused to more powerful than a standard Aura Sphere, though generally the individual Cluster Spheres contain an average of about 60 to 70% normal power.
Ability Name: Throw and Pull
Ability Description: By manipulating the Aura of a target, the user can effectively create a telekinetic hold over them, enough that they can toss or pull them several feet in any direction. Because it requires the manipulation of others' Aura, the target can resist the effect, and while these abilities are also considered to be Offensive Techniques, they require more time and training for an Offensive-based Aura user to learn.
Ability Name: Aura Slash
Ability Description: The user focuses their Aura into a large blade of energy, more focused and ideal for slicing structures or targets.
Ability Name: Aura Smash
Ability Description: The user sends a large wall or block of Aura energy forward, smashing it into the target. This can also be used as a makeshift barrier.
Ability Name: Aura Slam
Ability Description: By manipulating the Aura of a target, the user can lift the target several feet into the air and then slam them into the ground, stunning them.
Ability Name: Aura Cascade
Ability Description: The user releases a large, concentrated wave of rolling Aura energy toward the target, bowling them over or launching them back.
Ability Name: Aura Rush
Ability Description: By manipulating their Aura, the user can temporarily create a personalized protection field, allowing them to leap or charge forward and slam into enemies. Though the Aura field protects the user from damage, this technique can only be used a few times in a given time span before it begins to eat away at the user's energy.
Ability Name: Damaging Field
Ability Description: The user creates a field of Aura tendrils around them that damage any enemies they come into contact with.
Ability Name: Aura Eruption
Ability Description: The user unleashes a significant amount of Aura at once in a massive explosion of energy. If not done correctly, the effort will completely drain the user of Aura, killing them with a single attack. Even if done correctly, it will leave the user temporarily drained and likely unconscious.
Negative
Ability Name: Aura Domination
Ability Description: Considered the ultimate taboo of the Defensive Techniques, Aura Domination is the theorized ability of a Defensive-Based Aura user to dominate the Aura of a target, effectively turning them into a puppet for the user. Because of the disconnect between mind and Aura, it is likely that a person put under this effect would be fully aware of their forced actions yet unable to do anything about them.
Ability Name: Aura Atrophy
Ability Description: Considered the ultimate taboo of the Offensive Techniques, Aura Atrophy is the theorized ability of an Offensive-Based Aura user to utterly destroy the Aura of a target, instantly killing them. Given the nature of Offensive Powers as a means for Aura-based combat, it is considered logical that the ultimate form of these powers would be an ability that allows the user to skip the combat stage and directly end the life of their opponent.