You as a Nimbus, are a being of Colors and Stories, and within this world, those Colors are of the physical, visible kind. You can change your current Color every week within this world, and unfortunately that time is being tracked from your perspective, so shifting time forward for everyone else will do exactly jack and shit for you.
And within these Colors that you take, lie your powers.
What do you think of when you think of a color? What about green?
Do you think of nature? Trees and grass? Perhaps gardening? Most people likely think of things like this. Some might see green and think of healing. Of helping and doing good. Some might think far, and might really stretch the color, to the thought of baleful green flames, of dragon's fire and necromancy.
Your power, is to use your Color in the forms of what people think it means. And that varies quite a bit between different Colors, so make sure to choose your Colors wisely for the situation at hand, and for your future plans.
The next part is a little more simple, but also much more dangerous.
You are an Eldritch Entity. You are not native to this plane of reality. The third dimension disagrees with your native form and the law of your native reality.
Usually that disagreement is quite violent.
You, as a being of your nature, have a natural power to BREAK THE VEIL between realities, this power technically isn't actually part of your power. Because this isn't your power at work, this is just you. Your Colors are just an effect and manifestation of how your natural being reacts to being in the third dimension. This is you simply ignoring that effect.
You Breaking The Veil is how you achieve two things, first off, it's how you hop universes and realities. Secondly it's how you can enforce a change upon the natural world that you normally wouldn't be able to do with just your Colors. Both of these things are obviously powerful and useful to be able to do, but there is a price.
The Veil is tough, it has to be to hold reality in place, but it's not unbreakable, and acting or moving through it too much can cause damage. Normally the Veil is able to heal this damage. Sometimes it is not.
There are four levels of damage. Chips, Cracks, Breaks, and Holes. 3 Chips make a Crack, 5 Cracks make a Break, 3 Breaks within one hundred light years of each other make a Hole.
Chips are small things, easy to cause, easy to repair. Nothing to really worry about.
Cracks are more concerning. They are caused by the build up of too many Chips in the Veil, and are harder to repair. You don't want there to be too many of them, but one or two of them is reasonably fine, and if you wait and cause no more damage for a time, they will repair themselves.
Breaks are bad, don't get a Break. At least, don't get one if you value any life within a light-year distance. Because once a Break is formed, it will render all the space within one light year of where it was formed uninhabitable to mortal life for anywhere between a couple seconds to forever. You would be fine of course, but only you.
Holes. Don't get Holes. Ever. A Hole means that everything in this realm is now dead. A Hole in reality is now open at this spot, and cannot be closed. The other is spreading, and while you may be able to save those not yet consumed by it by moving them to alternate realms, that is all you can do. You have killed everyone, and doomed this reality.
It is dead. It is barren. The motion of life has ceased.
Don't get Holes.