Board Thread:Off Topic/@comment-25396609-20190908002326/@comment-43749004-20190908224949

I re-wrote mine to be shorter (because it was hella long) and debuffed it.

Name: Pickpocket

User: WIP

Introduction: User can create limited pocket dimensions.

Description: The user can conjure personal pocket dimensions.

Once a pocket is created (which costs Aura), it can be opened or closed (which does not cost Aura) anywhere within the user’s range, at any direction or orientation. When it is not open, it is still active, but not detectable (e.g. no visible way to see it).

The size of each dimension is measured by volume capacity. The higher the capacity, the more Aura is expended to create it. For a beginner, the largest pocket they could create (their max volume capacity) would be the same volume as their own body (~80 liters). If the user’s max volume capacity is 80 liters, that means that all of their pockets combined will not be able to hold more than that (e.g. they can’t create two 80 liter pockets)

Range: Medium/Long Range (depending on skill)

Type: Conjuration

Purpose: Utility

Visual Cue:

-When a pocket is open, the opening (a bright elliptical opening the color of the user’s Aura) will be visible.

-Small, tattoo-like circles appear on the user’s face below their right eye indicating how many pockets they currently have active, even if those pockets are not currently open/accessible.

Auditive Cue:

-When a pocket is open, it emits a faint hum.

Tiers:

Tier 1 - Basic/Beginner. Medium range (arm’s length)

Tier 2 - Range extended to long range (eyesight)

Tier X - With practice, the user can gradually cut down on Aura cost, allowing them to create more/larger pockets.

General Limitations:

-When Aura is used to create a pocket, that Aura is permanently expended and cannot be regenerated until the user destroys that pocket. (For example, if the user has 200 aura max and uses 120 to create a pocket, they are locked at 80 aura max until they destroy that pocket.)

-If the user runs out of Aura or dies, all of their pockets are destroyed and everything will “fall out” (appear in thin air) around them. When they fall unconscious or their semblance is blocked, their pockets are merely inaccessible.

-If the user attempts to close a pocket but the entrance is not clear (e.g. something is sticking out of it) or it is over volume capacity, it cannot close.

-Once a pocket is opened, that opening is stationary and cannot be moved. Additionally, the same pocket cannot be opened in two places at once. If the user wants to open the pocket somewhere else, they have to close that opening first.

-Time passes normally in pockets, meaning living things will deteriorate, food will spoil, etc. if not taken care of.

-Living beings (or, anything with a soul) that are in pockets can break out via willpower. It is extremely difficult for the user to keep anything alive that is unwilling in a pocket for more than a few minutes.

-If any sort of external force is attached to an item in a pocket (e.g. it is connected via gravity dust to something outside the pocket, or someone has a semblance that can manipulate the object) it can be forcefully “pulled out” of the pocket.

-The user must manually keep track of their pockets and what is inside them. They could feasibly forget what is in their pockets or open the wrong one on accident.

-The user does have to aim the placement of pocket openings, and can misplace them.

-Anyone can take objects out or place objects into the pockets once they’re open, not just the user.

-The user cannot pocket themselves.

Applications:

The most common application of this semblance is to store items that the user does not want to carry on their person. With certain dust applications, it is good for storing food as well.

The user can also use pockets for combat, by withholding/stealing things from enemies, using secret items in their pockets to their advantage, or giving things to allies. With certain dust applications, they can also shoot things out of their pockets at their enemies.

In extreme circumstances, the user could make a pocket large enough for a person, whether to protect, hold hostage, transport, etc. However, this would cost nearly all of their Aura.

Dust Interaction: The type of dust being used is indicated by a thin veil of color over the pocket when it is open.

Fire - Anything pulled out of the pocket will light on fire.

Ice - Anything placed in the pocket will be encased in ice, which will not begin melting until it is removed. (Good for storing food)

Wind - Anything inside of the pocket will be propelled out of it.

Gravity - Things near the pocket will be pulled towards/into it.

Electricity - Anything pulled out of the pocket is inducted with an electric charge.

Hard Light - Anything pulled out of the pocket will be encased in a protective hard light shell. (Can take 3 hits before breaking)

Notes: The semblance doesn’t actually have anything to do with pickpocketing; it’s just the name the user chose for it. “Pocket dimensions” would be a more accurate name.