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Aura and Edge

List of Powers (Don't Post Here)

a part of “Aura and Edge”, a fictional universe by daathkil.

They have come. New York is in shambles. The Eiffel Tower rests in the grass of the Champ de Mars and 1000 sq. acres of the Sahara Desert have been turned to glass and they're just getting started...

Characters Settings Story
This conversation is an Out Of Character (OOC) part of the roleplay, “Aura and Edge”.
Discussions pertaining to roleplay on RPG.

Black (Isis Negredeaux)

Tips: 0.00 INK Postby daathkil on Wed May 18, 2011 2:17 am

NSA Official Ability Title: Black
Strength rating: 4
Speed: 6
Aura/Edge: Aura
Power Manifestation: 7.5. Black is a misunderstood usage of shadows. The only issue with the ability is that is only works from the shadows. The user must be in the shadows but they can shape darkness as weapons and make the darkness travel where there is too much light for it to travel. It can form any weapon that the user can think of. It can ensnare enemies and squeeze them but it CANNOT move them. But if you can grab them, you can drive blades through them. Why move them. It is not an infinite ability. Edges with high Strength ratings and break free of the darkness and powerful Aura user can apply their atmosphere against the darkness and escape.
Flight: No. Teleportation can be done from shadow to shadow and the movement can be guided by any place the user has ever seen. The user’s bedroom would always be kept dark so that the Black user may always have a place to escape.
Energy Manipulation: 9. THIS CAN BLOCK RAINBOW for quite some time. The manipulation of the darkness as energy is extremely powerful and most other forms of energy can be deflected by a wall of shadows and you can always just escape into the darkness. If you’re not there, you can’t be hit.
Redirection: Medium. The darkness can effectively be used to redirect most forms of energy.
Alignment: Neutral/Energetic
What can be done: Bending shadows, turning shadows into weapons, moving undetected in darkness, moving darkness appendages through places where light would normally extinguish shadows. Teleportation into darkness. Grasping enemies in coils of darkness. Teleportation can be done to anywhere that shadows exist and the user has seen before. Manipulation of shadows must be in a range that the user can’t see. But you can always teleport to a place in order to see what you need to do. If you are holding someone, you can teleport with them.
What can’t be done: If you’re in the shadows, you can manipulate the darkness to your will. If you can’t find darkness, you can’t do shit! You can’t move people with shadows that you aren't touching. Just be intelligent with this ability.
I say we take off; Nuke the site from orbit. It's the only way to be sure...

Skype: alpha.player86

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daathkil
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Seismic

Tips: 0.00 INK Postby daathkil on Fri May 20, 2011 9:53 pm

NSA Official Ability Title: Seismic
Strength rating: 7
Speed: 4
Aura/Edge: Aura
Power Manifestation: 8. Seismic allows the Aura to emit energy that shifts tectonic plates and control seismic activity.
Flight: No. Movement along earth-based platforms is possible. If the connection to the base (the ground) is severed, the platform will crumble
Energy Manipulation: 4. The only energy that can be controlled is that of the user and sometimes the effects desired go a little further than hoped. THIS IS ONE OF THE MOST DIFFICULT POWERS TO CONTROL. If you move the earth from its natural movement, it will attempt to shift back. Moving a wall of earth to protect you can cause a fissure to rip open on a fault line. You must remember the side effects of Seismic as you are using it. I will expect to see random side effects added to attacks and earth movements for the first ten or so posts that your Aura is learning this ability. After that, the effects can become less severe but should not disappear until the user is able to mold the earth to their will and control the side effects before they happen.
Redirection: High. A wall of rock can defend well and if it is curved, energy can very well curve around the shape of the wall. Loosely propagating waves will do little damage to a wall of solid earth but even a big powerful burst can carry enough latent energy into a wall to shatter it. Once a towering construct has been severed from its base, it will crumble.
Alignment: Neutral/Physical-Energetic
What can be done: Tectonic control. Seismic emissions. Great defending skills. Projectiles of earth can be thrown with great velocity and to great distances. Shafts, waves, walls and other shapes and movements of dirt, mud and sand can be ridden as one sees fit. The body can be coated in hardened dirt in order to protect it from blasts. The hands can be used to beckon the earth to come forth and the Aura does not have to touch the ground with their hands. Simple manifestations can be controlled with ease similar to their shape. A wall yanked from beneath a street takes the wave of a hand and reaction times will save your life. But intricate shapes such as spears of earth need to be molded in the hands. Collections of dirt, within reason, weight little to an Aura but are not weightless. Large drill-like shapes or conical shapes used as in-air projectiles can be controlled (as long as they are fire from the ground) by mental signals. The Aura atmosphere can be extended in order for medium sized (3 feet in diameter) plates to hover around the user to intercept projectiles. If conical or drill-like shapes are brought forth from the ground within 2 feet of the user, they can be fired as if mentally controlled but after initial acceleration, they can no longer be controlled. They must be targeted before mentally accelerated.
What can’t be done: You cannot control sand that is being hit by flames and turned into crude glass. That’s about it. Within the lines of reason, this is a very versatile Aura.

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daathkil
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Corona

Tips: 0.00 INK Postby daathkil on Fri May 20, 2011 10:56 pm

NSA Official Ability Title: Corona
Strength rating: 4
Speed: 10
Aura/Edge: Aura
Power Manifestation: 9.5. Corona refers to the corona of a celestial body and the reference is relative to the fact that Corona generates an intense Plasma atmosphere around the Aura. plasma is a state of matter similar to gas in which a certain portion of the particles are ionized. After sufficient heating a gas dissociates its molecular bonds, rendering it into constituent atoms. Further heating leads to ionization (a loss or gain of electrons), thus turning it into plasma, containing charged particles: positive ions and negative electrons.
Attacking is performed by the emission of a superheating beam construction from a ring formation (much like the rings produced by the Edge Hydra). The blue ring formations can be created in front of both of the hands at any time. The superheating beam is not intended to attack targets, as it can’t. The beam heats up latent gases to the plasma state of matter and can be intended to be lethal, causing death by serious burns or the melting of targets, or non-lethal and intended to disrupt electronics using an electromagnetic pulse.
Flight: Yes
Energy Manipulation: 9.5. To have such a high rating for manipulation and to not be able to manipulate enemy energy is unlike all of Aura and Edge ratings. The control of this ability is very high. It offers flight, levitation and teleportation along lightning strikes (as lightning bolts are an atmospheric, natural form of plasma).
Redirection: Medium. There are some issues with redirection for Corona; one of them being the fact that fire is natural plasma and a state of matter. The two forms of energy would cancel one another out. Of course, water can be superheated by the beam and turned into plasma and any form of matter there-in consisting of the same molecular build. Most liquids would succumb to this ability. Redirection is not the strong suit of this ability.
Alignment: Offensive/Energetic
What can be done: Corona should be considered a DEA or Directed Energy Aura and the beam released, because it emits no light, moves quickly but not at the speed of light so it is possible to escape the range and targeting of the beam as plasma is generated from the Aura’s ring formation to the target. The Aura is capable of flight due to the atmosphere of plasma and this offers all thing sin between like levitating and very quick movement. Combat will mainly consist of generating ring formations in front of the hands and firing beams of plasma energy to burn opponents to death or if both hands are overlain, one ring can be formed and the condensed energy can burn straight through targets. Just think about a light saber from hundreds of feet away. The plasma must burn away an opponent’s protective atmosphere before damage can be done. Spheres of plasma can be generated free of the rings (ball lightning) within ten feet of the body in order to intercept projectiles and other beams. These manifestations of ball lightning can still be active, even when the Aura is firing plasma beams.
What can’t be done: If it’s not listed, it can’t be done. Corona is rather specific.

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Photon

Tips: 0.00 INK Postby daathkil on Sun May 22, 2011 7:16 am

NSA Official Ability Title: Photon
Strength rating: 3
Speed: 10+ The body can be scattered into photons and reconstructed by the atmosphere. As the physical rating is so low, little will be done in the way of attacking with this speed but it is good for getting the fuck out of dodge. Short bursts of movement can be performed with little effort. Long distance jumps take a lot of effort, massive cool down periods, and solid objects that would scatter light cannot be traveled through. Finding a path long enough for long range travel could quite possibly cause a problem and it is not suggested. An enemy tossing up a wall of metal in front of you can cause some problems.
Aura/Edge: Aura
Power Manifestation: 10. Photon is entirely based on the atmosphere of the user. The body can be transformed into photons and space in front of the palms of the hands is used to magnify photons presented as waves from the hands. The small space between the hands and the atmosphere acts as a channel and once the photons hit the atmosphere; they are magnified and focused, causing the light to be emitted as heavily focused beams. The beams can be used to set things and fire and can be focused to such an extent that they will very cut straight through matter. Bursts of blinding light can be presented from the entire Aura. Light can also be presented within twenty feet of the atmosphere as a physical manifestation. This is technically a wall of photon particles trapped in a secondary atmosphere the user extends.
Flight: No. Teleportation of varying distances is possible. The body is transformed into photons, moved at the speed of light and reconstructed by the atmosphere. The Aura has an unconscious extrasensory Spatial Awareness that stops them from attempting to move through solid objects. When strained and mentally fatigued, the ability is less likely to work. Split second decisions made by other parties may not trigger the ability.
Energy Manipulation: 8.. This rating is so high because of the origin and type of energy manipulated.
Redirection: Medium. The wall of photon particles can be used to deflect most forms of energy.
Alignment: Neutral/Energetic
What can be done: Photon generation, manipulation and magnification into varying intensities vie the hands. As with most Auras where energy is presented from both hands, the hands may be overlain to produce a wider beam. A “Big Bang” blast of energy is capable if both hands are over lain and one; quick burst of photons is presented five to ten feet in front of the user. Instead of landing a blow as a beam, it will simply burn away anything in range (The target’s abilities and overall strength should be considered. A powerful energy will not simply be burned away.) Objects can be heated until they melt, explode/burst into flames or disintegrate. Varying ranges of teleportation is possible and extrasensory spatial awareness will stop the Aura from teleporting into solid objects and dying. Aggregate blasts are possible when both hands are used to create the same photon waves. Short bursts are actually the most powerful and when they are released directly in front of the Aura, they can be released as widely magnified funnel-like projections. The lenses must be condensed as attacks are meant to travel long distances.
What can’t be done: Manipulation of other sources of light. Teleportation through solid objects is not possible. Most of it is common sense. If it seems like light should be able to do it, it probably can. If not, don’t even attempt it.

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Bide (NewKidOnTheBlock)

Tips: 0.00 INK Postby daathkil on Mon May 23, 2011 12:58 am

NSA Official Ability Title: Bide
Strength rating: 7/10+ This ability has a duel rating because of the nature of the power manifestation. Read along and it will all make sense to you.
Speed: 8
Aura/Edge: Aura
Power Manifestation: 6.5 (This is a defensive rating) The offensive rating varies. Bide manifests as an Aura of energy that makes the users skin as tough as steel. The Aura also absorbs kinetic energy (mainly by absorbing energy directed as attacks). Almost anything that is moving can be stopped and absorbed but energy transferred from non-Aura and non-Edge objects produce very small quantities of energy. With this in mind, energy produced by Aura and Edge attacks will produce the vastest amounts of energy. The absorbed energy can be converted to potential energy and stored in the body to later be converted to physical energy and used by the Aura to produce enormously powerful physical attacks.
Flight: No
Energy Manipulation: 10+: It’s pretty simple. One user shoots a blast of flames and the Bide user absorbs the blow, absorbing the kinetic (working) energy delivered by the blast.
Redirection: Low. That’s just not happening.
Alignment: Neutral/Energetic
What can be done: Kinetic energy can be absorbed into the Aura and absorbed in the user’s body. Energy can be infinitely held, ensuring that the user will not simply explode with energy. There is a cap on the energy held and as the user becomes more powerful, training their body and expanding the effectiveness of their atmosphere, they can hold more energy. The amount of energy utilized per attack can be monitored. Lots of punches with a little bit of power can be delivered or the user can bide to maximum capacity and deliver one, bone-shattering blow. Energy can be routed to the legs and high jumps can be performed. It is suggested that while landing, the same amount of energy exerted is used to land to protect the legs. The “steel” skin only goes so far and there are some Aura and Edge users that will kick the ass of this user, regardless of their very tough exterior. Seeing as the skin does not become impervious, flames still burn, punches still hurt and skillful slashes with Edge just make wounds but the physical energy absorbed can be diverted to healing so that these wounds will not prove fatal or taxing. This ability does offer a considerable increase in the user’s threshold of pain. The toughening of the skin is voluntary and as the ability is spread thin, it has less effect. A bullet, for instance, would be stopped with an area large enough to defend against the head of the bullet. An explosion, on the other hand, if say, the Aura is trapped in a building, will most likely warrant the entire body being hardened and the user could very well die. The most powerful defense is when an Aura user is maxed out and not only do they harden their flesh, but they exert all of their bound energy into defending against the explosion. The kinetic energy from the explosion would generate a continuous heal-absorb cycle and the Aura would come out of the event at full health and bided energy. If the user had emptied their body of energy before the explosion and was defending with just their toughened skin, they would have no bided energy to divert to healing or added defense. If the user were to come out of the explosion with just added defense, they would need to come out of the event in a weakened state, perhaps with burns over a large section of their body. They would need to absorb energy to divert toward healing.
What can’t be done: The media of delivery of energy cannot be decided upon. Energy always exerts as physical force. Explosive, heat, light, sound and other forms of energy are impossible to produce. Only kinetic energy is absorbed. Other forms of transference must be defended against. In most cases, other forms of energy won’t have an effect.

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daathkil
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Typhon

Tips: 0.00 INK Postby daathkil on Sat May 28, 2011 3:40 pm

NSA Official Ability Title: Typhon
Strength rating: 2/10+ (Partial Bide and Decibel effects)
Speed: 3/8.5
Aura/Edge: Aura (Extra-Dimensional Being)
Power Manifestation: 10+ Typhon manifests as a 6’6 tall creature. Even at that height he is hunched over, his back seemingly always bent. He is covered in a thick fur (which would suggest that he is mammalian) but his face is very reptilian (closet resembling an alligator with a stubbed nose). The fur coating seems to coat with a glistening, slimy film of liquid. It is speculated that the fluid someone how cloaks Typhon in the day time.
The creature is as fast as some of the more powerful Auras. It is also very much life a familiar, as it is sentient but always acts to protect the user and it WILL NOT stray too far from her. The user never speaks to Typhon which would suggest a telepathic link between the two. His feet are oversized and much like those of a reptile. Typhon had a prehensile tail that it seems to use for balance, especially when running, because of its bad posture. Its legs are always bent slightly at the knees and its arms hang down below them. It has one foot long claws that resemble metal and they turn red when the creature slashes. It has been documented as slicing claw marks into brick and steel with ease, leaving clear slices as if these objects were paper.
Flight: No/Yes (The creature will sprout wings much later. It can, of course, carry the user.)
Energy Manipulation: 5. there is not much energy to manipulate. He does have a weaker form of Bide which allows him to absorb kinetic energy and transfer it to physical energy, making his attacks and other physical actions more effective. Even with this half-Bide, for Typhon, manipulating energy just isn’t his strong suit. He can stop some forms of energy with his roar. The roar has very close sound waves and they can cancel out most waves.
Redirection: High. Though the manipulation is low, Typhon has his own Aura and it is much more powerful than the user’s. He can redirect lots of energy types. As with most powers, wave propagation is key.
Alignment: Neutral/Psychic-Physical
What can be done: Gravitational energy should not be used against Typhon. It seems that the gravity where he is from is at least 30 times more powerful than our own. This creature can bound incredibly high because of that. Typhon is very fast, very strong and can take a beating. Its claws superheat when it wants them to and they can slash right through some opposing forms. Water will not cool the claws, it will just evaporate. The creature tends not to tell the user what they need to know because it doesn’t know how to react to a person. So the creature will not tell the user that it can fly. They will simply have to learn this and it will take a while. Typhon’s roar is a weaker version of Decibel and he absorbs physical damage akin to Bide. He also has the healing ability offered through Bide but his is more powerful simply because he has his own. If Typhon is destroyed the user will feel it but Typhon will slowly regenerate. If the user dies though, Typhon will die shortly after. The claws can combat Edge weapons.
What can’t be done: Typhon cannot use his Decibel ability to stop light, Decibel itself or Rainbow. Cannot match speeds with speedster and going up against Arc Wolf is a NO NO! The film on Typhon DOES conduct electricity.

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Plague Edge

Tips: 0.00 INK Postby daathkil on Sat May 28, 2011 4:03 pm

NSA Official Ability Title: Plague Edge
Strength rating: 9
Speed: 8
Aura/Edge: Edge
Power Manifestation: 8. Plague Edge is a menacingly green, sick-looking edge weapon. It seems to permeate a purplish tinge of mist. Plague edge finds an organisms opposing element with the first blow delivered. Each subsequent blow administers a small dose of that opposing element until lethal dosage is reached and the body simply dies of being poisoned. Small doses will simply be cleansed by the body, as Auras and Edges cannot remain sick. Their immune systems are multiplied by 10.
Flight: No
Energy Manipulation: 1. Don’t even think about it. That’s not what this is for.
Redirection: Low. The blade can deflect some forms of energy but not many.
Alignment: Offensive/Physical
What can be done: The blade will learn an organism’s opposing element, i.e. arsenic to carbon, and poison the body with that element with each slash. The doses are small but after enough blows, the enemy will become poisoned and slowly lose its ability to function, let alone fight. Heightened senses, combat abilities and the other attributes of an Edge are available. The entire skill is passive.
What can’t be done: If it’s not listed, it can’t be done. This is a combat weapon.

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Speed Fists (DarknessofaMind)

Tips: 0.00 INK Postby daathkil on Sun May 29, 2011 1:08 am

NSA Official Ability Title: Speed Fists
Strength rating: 6 (Progressive)
Speed: 6 (Progressive)
Aura/Edge: Aura
Power Manifestation: 8 (Accumulative). Speed Fists varies from Speedster as it does not emphasize running or passive movement. Speed Fists manifests as a combat driven Aura ability. The user is able to utilize heightened bursts of speed in order to avoid attacks and counter in response to them. Dodging increases the speed and physical output of resulting attacks. Dodging is a passive, natural ability driven by awareness parameters but attacking is voluntary.
The Aura has an extrasensory spatial awareness which works as radar so that attacks can be registered from all sides of the body in order for high-speed dodging to be active. Extrasensory visual input is also a passive ability and it allows the user to learn their opponent’s fighting capabilities as they engage in combat.
Even if the Aura is hit by an attack once, they will reflect on the landing blow and will not likely be injured by the same attack. Extrasensory input also pertains to learning wayward skills, as in being able to watch a program or video of skills within the Aura’s means and memorize them. This relates to, perhaps, watching a Jackie Chan movie and being able to replicate the attacks and styles of martial arts used therein. This can work with almost all active media including movies, web videos and television programs as well as active combat scenarios that may be a martial arts competition or mixed martial arts or wrestling match. The skills learned must be within the Aura’s parameters. This would mean that learning the skills used by a Shade would be out of the Aura’s grasp because of their ability to fly and use Edge weapons in most cases. Watching a Shade wield a weapon would yield an awareness and understanding of this Shade’s stance, style and speed and strength output. With every battle, the Aura learns and becomes more suited for combat. That is why all of the statistics are either Progressive or Accumulative.
Flight: No (The Aura can become so powerful and well-versed that dodging attacks becomes more akin to teleportation. The distance of this movement is centered on the assailant.)
Energy Manipulation: 1. Speed Fists is a combat driven Aura ability which focuses on the user increasing their speed and strength capabilities. There is little energy to manipulate aside from that exerted when attacking.
Redirection: Low
Alignment: Defensive/Physical
What can be done: The Aura can assess the abilities of an opponent with extraordinary speed and stark understanding. Once an attack has been viewed, the Aura will be less likely to fail against it. If a blow is landed by the assailant, it is almost certain that the attack will not strike again. Almost any form of natural (physical) combat can be viewed and learned instantaneously. The Aura is capable of applying intense speed output and physical combat abilities. Attacking is more powerful after dodging, as physical output is increased by the burst of speed. The Aura can dodge most attacks, especially after surveying an enemy. Physical output, though not the most powerful effect of Speed Fists, is still high enough for major physical feats to be accomplished. The user has the highest expansion rate available, as training can be finished in moments instead of weeks. The extrasensory effect will pick up long-range teleportees. Distant propagation effects can be dodged (Freezing and Sound waves).
What can’t be done: The Aura cannot progressively create skills. They must be learned from a medium (not a psychic). The Aura cannot learn how to manipulate energy or produce it by watching the actions. The user cannot dodge long range projectiles, i.e. energy waves, photon emissions and particle beams.

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