Ex;R - Basics of Aura and Semblances

Overview
Aura is the basic form of power with the world of Remnant and it is the sole ability that separates normal civilians from the protectors of the world. Aura as a power system in the context of RWBY has failed to establish a consistent and dependable set of rules that allow basic tension building and power structure. In this article we aim to expand and supplement this by diving into the mechanics and limitations of Aura.

The Discovery of Aura
The knowledge and use of Aura has been a part of human history ever since the first tribes formed in the continent of Sanus. Early human tribes were hunter-gatherer societies and therefore usually nomadic. This movement allowed humans to constantly avoid the Grimm but limited their population to only those fit enough to survive.

Those who could amplify their own Aura whether through luck, traumatic events, or sheer force of will, were considered immortals or children of early primitive gods. They were usually appointed as head priests or priestesses, performing daily rituals to promising warriors of the tribe in unlocking their Aura.

Following the discovery of Dust, humanity migrated into an agricultural age. With the advent of the agricultural age, individuals in communities were able to specialize, one of which was the study of Aura. From then on, techniques in the amplification and activation of Aura were cultivated and further developed.

The Potential of Aura
The base definition of Aura has gone through many changes with theory traded amongst scholars and warriors for generations. Today, it is widely understood that Aura is the manifestation one’s soul, it bears one’s burdens and shields one’s heart.

Aura is present within all living beings that possesses a soul, in contrast, the Creatures of Grimm, being soulless, cannot manifest Aura. Systematically speaking, there are two states of Aura: Neutral Aura and Passive Aura.

Neutral Aura
At the most basic level, Aura provides no additional benefits to an individual as the Aura is not amplified to provide any sort of effects. This level is usually called Neutral or Inactive Aura, and it is the majority state of living things across Remnant. However, the feeling of a sixth sense is perceived to be the a symptom of inevitable manifestation of Aura control.

Passive Aura
Once an individual has activated their Aura, or was assisted in the matter, one may freely amplify and control one’s Aura unconsciously. This level is normally referred to as just “Aura” but the more descriptive name would be Passive Aura. The first and most notable effect of Passive Aura is its protection of the user through a forcefield coating around their body. It can protect against normally fatal attacks and heal non-life threatening injuries at a rate proportional to the user’s Aura potential, however it does not make the user invincible. It is, however only effective against physical and elemental attacks.

Additional Mechanics and Limitations of Aura
An individual using Aura for the purpose of protection can still feel pain and temperature changes through the coating and once an individual’s Aura has been drained through sufficient damage, the protective coat can and will break. By then, one can only depend on their physical skills and body. In addition, the defensive traits of Aura can also be used offensively by making use of it’s repulsive traits. Many Hunters for example, use the defensive trait of Aura to create improvised, high-speed projectiles out of pre-existing objects or to increase object penetration. The latter use of Aura in particular is relied on by all Hunter weapons, which are conduits of Aura, to enhance cutting power.

The second effect of Passive Aura provides an extra-sensory ability to the user. While it is not always initially present in most users, this aspect of Aura can be honed to a degree and is mostly used for refined perception where all other senses may be unreliable. It is not entirely inaccurate to call this ability a Sixth Sense but most Veteran Hunters agree it is a much simpler concept of an increased awareness and processing of all 5 existing senses. As such, the Sixth Sense of Aura is sometimes referred to as the Animalistic Sense.

However, the nature of Aura in the presence of individuals vary. While Aura can be unlocked via one’s own will-power or with assistance, those without the drive to unlock Aura will never be able to manifest it.

Semblances
A Semblance is arguably the affective manifestation of one’s Aura and by extension, one’s soul. Often described as the “projection of Aura into a more tangible form”, Semblances manifest themselves as superhuman abilities in an undetermined realm of possibilities.

However, where all Semblances are alike is in their limits on the user’s stamina and Aura reserves; simple put, all Semblances have some sort of physical or mental strain on the body. A Semblance is also notable in representing an aspect of an individual's character.

Furthermore, a Semblance is entirely possible to be similar or exactly the same given that the two individuals are related; however, this trait is particularly rare with the most notable example being the Schnee Family of Atlas.

Finally, Semblances have also been documented to evolve over time or through rigorous training with veteran Hunters largely crediting this to an enlightening state of mind. The evolution of Semblances is unpredictable in this aspect as many outliers have been present throughout history, but most Semblance evolutions serve to reduce or mitigate some sort of weakness of its original conception or increase the potency of it.

Semblance Classification
Semblance classification could be considered an impossible task as Semblances themselves are each as unique as the individuals who possess them. However, that has not stopped the Global Hunter Registry from trying, thus, each registered Hunter is assigned a type in their public profile to assist in distinguishing the role and usefulness of a Hunter given a certain situation.

Under the jurisdiction of the Global Hunter Registry, there are 6 classifications a Hunter can be labeled with of which Hunters can be labeled with more that 1 classification. They are as follows: The inner workings of a Semblance and its limits are considered private information only known by the user and the eyes of the Registry but the general idea is to note the most basic capabilities of the Semblance of the person in question to aid in the selection process.
 * 1) Enhancement
 * 2) Passive strengthening
 * 3) Transmutation
 * 4) Changing properties of Aura to mimic something else
 * 5) Conjuring
 * 6) The production of physical objects using Aura
 * 7) Summoning is part of this
 * 8) Restoration
 * 9) Healing using Aura
 * 10) Manipulation
 * 11) Controlling animate or animate objects
 * 12) Emission
 * 13) Detaching Aura from the body