Board Thread:Off Topic/@comment-25396609-20190630171456/@comment-43749004-20190907052831

First one didn't post so I'm trying again. I'm brand spankin' new so let me know what you think and any improvements I can make here. Also this is rlly long lol sorry.

Name: Pickpocket

User: WIP

Introduction: User can create pocket dimensions.

Description: Pickpocket allows the user to create pocket dimensions, usually with which to store things. Find something you want to take with you but don’t have space to carry? Just stick it in a “pocket” and access it whenever you like. Think of it like the strange mini-dimension that was used to house the Relic of Knowledge, but on a much smaller, personal scale, and without an environment.

Anything inside the pocket essentially hovers inside in empty space. Pockets do not have physical walls, merely volume capacities (“size”), so anything placed inside won’t be damaged (unless a living being inside the pocket damages it). More than one object can be placed in the same pocket if, combined, they fall under or meet the volume capacity.

The pockets are accessed through eliptical openings (think the video game Portal, except they are the color of the user’s Aura). Whatever is inside can be seen hovering within, surrounded by blackness/emptiness. Pocket openings can be created on any surface or no surface at all, in any direction or orientation, and it costs no Aura to open pockets. The volume capacity does not come into effect until the pocket attempts to close (so you can reach your hand in to take things out, even if the volume of your hand technically exceeds the limit).

Note that if something is projected into a pocket with force applied to it, that force will stay within the object and propel it out of the pocket the next time it is opened (e.g. someone throws a knife in the pocket, user closes the pocket, user opens the pocket and the knife comes flying out in whichever direction the opening is facing.) A similar effect can be created via application of wind dust. If there is no force on the object inside the pocket, then someone must reach into the pocket and take whatever is inside of it out (unless the pocket is facing downwards, in which it will fall out.)

Range: Medium/Long Range (depending on skill level)

Type: Conjuration

Purpose: Utility

Visual Cue: The appearance of the pocket opening. Additionally, small tattoo-like circles the color of the user's Aura will appear underneath their right eye representing how many pockets currently exist, and how big they are.

Auditive Cue: A faint hum (only when a pocket is open.)

Tier 1: Normal/Beginner. Medium range (arm's reach).

Tier 2: Long range (eyesight).

Tier X1: With practice, Aura:volume ratio is reduced, allowing the user to make more/larger pockets at once.

Tier X2: If the user's Aura is boosted (e.g. Jaune), they could feasibly make more/larger pockets than normal.

General Limitations:

- The volume capacity of the pocket is determined by the amount of Aura used to create it. For the average user, the largest pocket possible, using up as much Aura as possible without running out, would be about the "size" of a small closet -- enough to fit in a human with a little wiggle room.

- When a pocket is created, the Aura used to create it is instantly expended, and that Aura cannot be regained until the pocket is destroyed (not closed -- destroyed). For example, let’s say Aura were put in a numerical form and the user had 100 Aura max. They use 40 to make a medium-sized pocket. They are now stuck at 60 Aura max until they destroy that pocket, in which they can then gain it back. However, note that the Aura must regenerate naturally, they don't instantly regain all of the Aura that was used to make the pocket.

- Accessing pockets (creating pocket openings) does not cost any Aura; however, the user must have at least some Aura, even if only a tiny amount, left to access the pockets. If the user runs out of Aura or dies, the pockets are destroyed and whatever was inside them merely appears in thin air in front of/around the user. The pockets are not destroyed when the user falls unconscious, or if their semblance is blocked; they are merely inaccessible.

- If something is only partially in the pocket, it cannot close; for example, if someone stuck their arm in it, or if something inside it exceeds volume capacity, it will not close.

- Once a pocket opening is created, it is stationary until it is closed; the user cannot move the opening around.

- Living things can exist within pockets; however, time passes normally in pockets, meaning that they can deteriorate and/or die if not cared for. They will not run out of oxygen, however. They can also interact with anything else in the same pocket as them, so if there was a water bottle there, they could drink it with no problems. Lastly, living beings can forcibly break out of the pocket if their willpower is strong enough. The closer they are to death, the easier it is for them to break out in order to survive. It would be nearly impossible for the user to kill someone by simply trapping them in a pocket until they die.

- The user must manually keep track of their pockets and could feasibly forget what is in them.

- The user does have to “aim” their pocket openings, and can "miss."

- The user cannot pocket themselves.

Applications: User can use semblance in a variety of ways: to give things to other people, to catch things falling from midair, to shoot things at others/attack others, to protect things, to juggle, etc. With Ice dust, they can use it to store food (see Dust Interaction).

Dust Interaction: Optional; Dust can only be applied to a pocket when it is open, and it must be re-applied every time the pocket is opened if the user wants to keep it consistent. The type of dust applied is evident by a thin mist-like film covering the opening in the color of the dust type, e.g. if Ice Dust is used, a thin blue dust film will cover the opening. Best comparison would be a minecraft nether portal.

- Fire: When the object is removed from the pocket, it is lit on fire, e.g. sword becomes flaming sword.

- Ice: When the object is placed in the pocket, it is encased in ice while it is inside and does not begin melting until it is removed.

- Wind: When the pocket is opened, the object inside is propelled out of it via a strong gust of wind emitted from within the pocket.

- Gravity: Objects near the pocket are drawn towards it. Generally, the bigger the pocket is, the more/bigger objects are drawn toward it. This force can, obviously, be resisted, but the bigger the pocket is, the stronger the pull is.

- Lightning: When the object is removed from the pocket, it is inducted with an electric charge, which passes that charge to (aka electrocutes) the first thing it touches.

Notes: Semblance doesn't doesn't really have anything to do with pickpocketing. The character it will be for just named it that because they used it for theft when they originally unlocked it.