Hi guys, I know there is currently work in progress to create a skill tree for aura. So I thought, since I myself have a bunch of ideas for this kinda system, why dont I just create my own and post it. Maybe I can even inspire the creators a bit or smth, that said, feel free to steal my ideas as much as you like
Also, I thought about a few of the systems of this site and while I like everything as it is, I myself would have done something like this:
Dust Rules:
Dust should be a limited resource which can be used to fire bullets and use weapon attacks. A single - transformer weapon should have a capacity of 50 Dust and shooting a single bullet should cost 0.25 (1/4) Dust, meaning shooting 4 bullets reduces ones dust amount by 1. Each weapon attack should, instead of cooldowns cost a certain amount of dust, as I don't see a weapon attack overheating ones weapon, but instead reducing its dust capacity significantly. Depending on the weapon attack and the range/ size the attack covers, a attack should cost between 3-10 Dust, 10 being the amount to pay for a ridiculously strong or long ranged attack.
Semblance and Weapon/ -Attacks suggestion
I would not enable players to BUY new semblances,weapons and weapon attacks and instead implement these into the skill tree, allowing for more variety of play styles and less all-around characters that can do everything exceedingly well. In addition to that, I would restrict weapon attacks and semblances moves maximal reach to 30 meters for single target attacks and 10 meters for AoEs'. Also neither ability should have moves with a size exceeding 5 meters, this would be upgrade-able through the skill tree. Why? For the same reason as before, customization and variety of playstyles. Now another possible question bugging you might be: What do we need money for? Well, for nothing, really . . . why should students be paid in the first place? All this money supports is that at one point all characters have a ridiculous amount of semblance moves and weapon attacks, as well as weapons, while all of these should be around the same strenght. This gives to few variety to play styles and to much op-ness in my oppinion.
Aura Skill Tree
Now I know, when you read this the first thing you are gonna wonder about is: Why is there a weapon and semblance section in the AURA skill tree? Well, Aura is a mirror of the soul (or smthing along those lines) and it should make characters special and individual in their different play-styles. Even if this is not 100% canon to the series it is still a favourable system for a role play (in my oppinion). Also it could just be explained that being a person that is naturally more drawn towards weaponry, instead of semblance use, this person has a heightened perception towards building better gear and using it, while a person more drawn towards using his body, would be less skillful at optimizing his weaponry, yet a lot better at utilizing aura to increase his physical abilities.
Soooo, one has 3 categories in which he could distribute points, following 3 different skill paths in each category. The first and every third skill after that, would be an universal skill that adds a overal bonus to the character while the different paths allow for a specialisation into a certain direction. To attain a categories Finaly Skill, one does not have to have every a point in every skill of the category, but simply followed a single path towards the 9th rank. Of course one can follow all skill paths in one category, or distribute points in different categories for more versatile options.
Yet, one could never max out every skill in every category. All in all there are 66 skills, to max out one category you need 22 skillpoints. I would say allow a maximum of 33 skillpoints to be gained throughout the entire role play. Don't make it easy to gain a skill point (make it like 10 Red missions = 1 skill point, and like 100 green missions = 1 red mission). But, enough talking, here is my attempt to make a skill tree:
Semblance:
1. Adept
2.a. Skilled - 2.b. Semblance Control I - 2.c. Barrier I
3.a. AoE Semblance I - 3.b. Ranged Semblance I - 3.c. Mark
4. Mage
5.a. Prodigry - 2.b. Semblance Control II - 2.c. Barrier II
6.a. AoE Semblance II - 6.b. Ranged Semblance II - 3.c. Clairvoyance
7. Sorcerer
8.a. Destructive - 8.b. Semblance Control III - 8.c. Barrier III
9.a. AoE Semblance III - Ranged Semblance III - 3.c. Target
10. Overkill
Weaponry:
1. Engineer
2.a. Molding Size I - 2.b. Range Output I - 2.c. Dust Optimization I
3.a. Power Output I - 3.b. Accuracy Optimization I - 3.c. Legendary Weapon
4. Mechanic
5.a. Molding Size II - 5.b. Range Output II - 2.c. Dust Optimization II
6.a. Power Output II - 6.b. Accuracy Optimization II - 6.c. Dual Dust
7. Technomancer
8.a. Molding Size III - 8.b. Range Output III - 6.c. Dust Optimization III
9.a. Power Output III - 9.b. Accuracy Optimization III - 9.c. Indestructable
10. Overlord
Physical Abilities:
1. Acrobatics
2.a. Speed I - 2.b. Strenght I - 2.c. Aura Control I
3.a. Sprint - 3.b. Power Strike - 3.c. Heightened Senses
4. Leap
5.a. Speed II - 5.b. - Strenght II - 2.c. Aura Control II
6.a. Limit Burst - 6.b. Shield Crusher - 6.c. Aura Transfer
7. Rest
8.a. Speed III - 8.b. Strenght III - 8.c. Aura Controll III
9.a. Cat Reflexes - 9.b. Aura Mold - 9.c. - Healing Aura
10. Overdrive
Now to explain what all of these skills can do:
Semblance Skills:
Adept/Mage/Sorcerer: Gain 2/3/3 additional Semblance moves
Skilled/ Prodigry: Gain one additional Semblance
Semblance Control I/II/III: Gain 50/50/100 additional semblance to spend
Barrier I/II/III: Use 10 Aura to create a shield in front of ones palm. The shields' size is increased for each rank: I-Football sized; II-1 meter diameter; III- 180° degree covering 2 meter diameter barrier
Creation only costs 10 Aura, but to defend against powerful attacks more Aura may have to be paid to keep the barrier stable.
AoE Semblance I/II/III: 1/2/2 Semblance moves may affect an area with a diameter of 10 meters; Increase cost by 10
Ranged Semblance I/II/III: 2/3/4 Semblance moves' range is increased to 100 meters for single target, 50 meters for AoEs'
Mark: Use 10 Aura to mark a enemy. Marked enemies can be tracked down for an entire day, simply by knowing their exact location.
Clairvoyance: Use 20 Aura to see either: a small known area/ a known person/ directions to a clarified destination
Destructive: Double the damage output of Semblances
Target: Pay 10 Aura, manipulate a projectiles path and allow it to home-in on a marked target.
Overkill: 1 Semblance move may affect an area with a diameter of 50 meter; Costs 50 semblance to use
Weapon:
Engineer/ Mechanic/ Technomancer: Add 3/3/3 Weapon attacks to your list
Molding Size I/II/III: Double the size limits for 2/2/2 Weapon Attacks; Increase Dust cost by 4
Range Output I/II/III: Increase the range limits for 2/2/3 Weapon Attacks to 1km. for single target and 20 meter for AoEs'; Increase Dust cost by 3
Dust Optimization I/II/III: Increase Dust amount by 25/50/75.