Jan 19, 2019 7:33:31 GMT -6
Post by Emma on Jan 19, 2019 7:33:31 GMT -6
Name of Talent: Dimensional Rifts
Concept: The user has the ability to create and control rifts in space itself, allowing for a large variety of uses. Essentially a rip in space occurs, visually it appears like there is a strange wavering in the air, no colour, more like a water rippling but on the location the rift is made. By creating two rifts at once, the user can connect them to teleport objects around, including themselves. Other potential uses are creating rifts to 'pocket universes' which are essentially the size of a small room that can be used to store goods, weapons or even hide people. A rift can be made in just about any shape, allowing for exact objects to flow through while stopping objects or people too large to fit to use them. Should an object or person be caught between rifts when they close it will naturally push them out of whichever side has the larger mass. However, with enough concentration a rift could be used to cut things up, rather than simply push them through, this can't be used on living creatures, but will work for inanimate objects such as weapons or food. These rifts can also be used to temporarily alter aspects should one pass through them and they are created for that specific purpose.
Extra(s): Small, pale glow emanates from anyone that passes through one of the rifts. The glow depends on the type of rift. While normally it is a pale pink, it will be relative to the colour of the rift opened if used to temporarily increase an aspect. This glow is barely noticeable except to those with heightened visionary senses.
Positive Mechanics:
+ Teleport themselves, other beings and objects about. Rifts can be held open for as long as the user has stamina to do so, but they can not move their bodies while doing so except through teleporting themselves through a rift.
+ Create pocket dimensions to store goods or even living creatures. There is no light or air flow inside these naturally, only available when a portal is opened to it. due to lack of air flow there is limited oxygen and other gases one might need for survival, allowing for up to 3 hours before a single average sized person inside before they would begin to suffocate.
+ Can create a rift that temporarily increases a single aspect depending on the type. Unlike the regular rifts, these ones will have a slight glow to them in a specific colour depending on the aspect that will be increased. This affect can not stack, instead the time period will be refreshed should someone travel through the rift more than once. If someone travels through a different coloured rift the temporary stat will switch to the new one, removing the previous aspect stat. Effect lasts up to 2 hours from the time they last past through the rift. Aspect Colours: Red - Vitality, Yellow - Strength, Green- Speed, Blue - Resilience, Purple - Stamina
+ Time Rift - Creates a rift that is tainted by time. Anyone who passes through this rift restores any stamina lost in the last 5 minutes. Can only be used once every 6 hours and is a particularly draining use of the talent. If the user does not pass through the rift themselves they will find themselves quite exhausted after use.
+ Can be used to redirect incoming attacks if cast fast enough.
+ Can be used to slice inanimate objects such as food, weapons, fabrics etc.
+ Can be used to lower the time an object or attack takes to travel by throwing through one rift and forcing it to reappear through another. This means long range attacks can hit their mark much faster without changing in momentum.
+ Binding an enemy by opening a rift around them, then closing it tightly around their form, stopping them from moving.
+ Dimensional summoning. The user creates a rift to a being they have formed a bond with, this can be an emotional attachment or formed contract. By picturing them in their mind they can summon them through a rift before them. The larger the creature summoned the more stamina it takes to do so. The summoned creature has the ability to return to their original location before being summoned as long as they do so within 1 hour. After this they are stuck unless they have their own power to return, or a rift is opened to where they wish to go to.
Negative Mechanics:
+ Forcefully teleporting living creatures other than themselves is a tiring business and uses more of their energy than attempting to teleport themselves or an inanimate object unless they go through it willingly.
+ Must be able to clearly picture the location in order to create a rift. Therefore, they can only create them if they can see the location, know the location incredibly well, recently been to the location and committed the area to memory. They can attempt to use photos to help create a rift to a location they have never seen before, however, this would only work if there is little change from when the photo was taken to the location's current appearance.
+ Rifts can be used by enemies as well as allies if not paying close attention to who is passing through and closing them in time.
Concept: The user has the ability to create and control rifts in space itself, allowing for a large variety of uses. Essentially a rip in space occurs, visually it appears like there is a strange wavering in the air, no colour, more like a water rippling but on the location the rift is made. By creating two rifts at once, the user can connect them to teleport objects around, including themselves. Other potential uses are creating rifts to 'pocket universes' which are essentially the size of a small room that can be used to store goods, weapons or even hide people. A rift can be made in just about any shape, allowing for exact objects to flow through while stopping objects or people too large to fit to use them. Should an object or person be caught between rifts when they close it will naturally push them out of whichever side has the larger mass. However, with enough concentration a rift could be used to cut things up, rather than simply push them through, this can't be used on living creatures, but will work for inanimate objects such as weapons or food. These rifts can also be used to temporarily alter aspects should one pass through them and they are created for that specific purpose.
Extra(s): Small, pale glow emanates from anyone that passes through one of the rifts. The glow depends on the type of rift. While normally it is a pale pink, it will be relative to the colour of the rift opened if used to temporarily increase an aspect. This glow is barely noticeable except to those with heightened visionary senses.
Positive Mechanics:
+ Teleport themselves, other beings and objects about. Rifts can be held open for as long as the user has stamina to do so, but they can not move their bodies while doing so except through teleporting themselves through a rift.
+ Create pocket dimensions to store goods or even living creatures. There is no light or air flow inside these naturally, only available when a portal is opened to it. due to lack of air flow there is limited oxygen and other gases one might need for survival, allowing for up to 3 hours before a single average sized person inside before they would begin to suffocate.
+ Can create a rift that temporarily increases a single aspect depending on the type. Unlike the regular rifts, these ones will have a slight glow to them in a specific colour depending on the aspect that will be increased. This affect can not stack, instead the time period will be refreshed should someone travel through the rift more than once. If someone travels through a different coloured rift the temporary stat will switch to the new one, removing the previous aspect stat. Effect lasts up to 2 hours from the time they last past through the rift. Aspect Colours: Red - Vitality, Yellow - Strength, Green- Speed, Blue - Resilience, Purple - Stamina
+ Time Rift - Creates a rift that is tainted by time. Anyone who passes through this rift restores any stamina lost in the last 5 minutes. Can only be used once every 6 hours and is a particularly draining use of the talent. If the user does not pass through the rift themselves they will find themselves quite exhausted after use.
+ Can be used to redirect incoming attacks if cast fast enough.
+ Can be used to slice inanimate objects such as food, weapons, fabrics etc.
+ Can be used to lower the time an object or attack takes to travel by throwing through one rift and forcing it to reappear through another. This means long range attacks can hit their mark much faster without changing in momentum.
+ Binding an enemy by opening a rift around them, then closing it tightly around their form, stopping them from moving.
+ Dimensional summoning. The user creates a rift to a being they have formed a bond with, this can be an emotional attachment or formed contract. By picturing them in their mind they can summon them through a rift before them. The larger the creature summoned the more stamina it takes to do so. The summoned creature has the ability to return to their original location before being summoned as long as they do so within 1 hour. After this they are stuck unless they have their own power to return, or a rift is opened to where they wish to go to.
Negative Mechanics:
+ Forcefully teleporting living creatures other than themselves is a tiring business and uses more of their energy than attempting to teleport themselves or an inanimate object unless they go through it willingly.
+ Must be able to clearly picture the location in order to create a rift. Therefore, they can only create them if they can see the location, know the location incredibly well, recently been to the location and committed the area to memory. They can attempt to use photos to help create a rift to a location they have never seen before, however, this would only work if there is little change from when the photo was taken to the location's current appearance.
+ Rifts can be used by enemies as well as allies if not paying close attention to who is passing through and closing them in time.