Heir Of Doom

Heir of Doom

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PRIMARY: CONCEPTUAL

SECONDARY: PHYSICAL

Primaries and Secondaries are how a player’s powers manifest. Conceptual primaries mean they manifest conceptually and manifest physically as a secondary.

ABILITIES

INJURY SINK

Not so much an ability but a physical feature (or a bug, depending on who you’re talking to) - Heirs of Doom, due to their nature of inheriting demise, often have frail health. They bruise easier than most and break bones faster, but because of a lifetime of having to deal with constant pain, they have a ridiculously high pain tolerance which cancels out their injurious nature.

CHEMICALBLOOD

Also due to the inheritor nature of the Heir of Doom, they often have a high tolerance of drugs, alcohol or other substances that may dampen or enhance their senses. Their body immediately begins to break down the substances in alarmingly fast speeds, which means that while they’re not immune to these things, they have to consume/be dealt with large amounts of them. 

IMAGINE DRAGONS

When in danger, or when afraid, an Heir of Doom can go radioactive in order to eliminate surrounding threats. As such, they themselves are immune to radiation. It is still not recommended for Heirs of Doom to go around eating glowing radioactive rocks despite the fact that it will do nothing to them.

RACCOON

If the Heir has to resort to physical violence and feels as if they are in danger, they can go rabid and infect someone if they bite them. At any other moment, however, they will show negative in rabies tests.

AMBIENT ABILITIES

As an Heir, this class has ambient, uncontrollable abilities as every other Heir does. This is because Heir classes are served and protected by their aspect, meaning Heirs of Doom are naturally protected by Doom.

MISFORTUNATE

As Heirs of Doom inherit Doom, they have unnaturally bad luck and tend to attract danger, both in the form of people and coincidence. Their high pain tolerance helps them get through their accidents / physical injuries, while their Cosmic Monster helps ward off their physical threats. Their Danger Sense helps them minimize and survive their bad luck.

DANGER SENSE

As Heirs of Doom are naturally protected by Doom, they often have hunches of where and when something bad will happen. It doesn’t always work - often only coming up when the danger will result in their death - but it is always right. The specificity of this sense gets more precise the closer and worse the danger, and the higher the Heir’s level is. Their Danger Sense is the conceptual manifestation of their ‘protected by Doom’ clause.

COSMIC MONSTER

Due to the fact that Heirs of Doom are protected by Doom, the most dangerous person in their session is often metaphysically linked to them and forced to protect them, drawn in by hunches and an emotional attachment manufactured by the cosmic bond. If there is no person dangerous enough, then their classpect will attempt to find something else, like an adversary. If this is also unavailable (especially while the Heir is still progressing through the ranks and hasn’t encountered anything sufficiently dangerous), their aspect will generate its own Cosmic Monster creature, often reflective of the Heir’s personality. The sentience of this Monster depends on the Heir’s personality. 

If an Heir’s protector is eliminated, Cosmic Monster will immediately look for a replacement. If the Heir is continuously exposed to danger and cycles through protectors too quickly, a creature will be generated for their own safety. This creature is linked intrinsically to their magic.

KINETICS

When taking physical blows, Heirs of Doom have the natural ability to convert damage into strength. The stronger the hits, the stronger the Heir gets.

STARTER SPELLS

Any spell this class can use at Level One, including but not limited to:

NULLIFY - the ability to nullify magic. At level one, the range of this nullification is localized to the Heir, but at higher levels, they can expand their nullification field.

TECHNOKINESIS - since Doom governs processes, technology and systems, Heirs of Doom have technokinesis. At low levels, this technokinesis manifests as being able to manipulate software or machines without touching them, but at higher levels it allows them to fully link themselves with the machine or software, similar to being Drift Compatible with it.

DECAY - the easiest spell in the Heir of Doom’s repertoire. If the Heir touches an object, it rots and decays, making it an effective combat spell, with the downside of needing close contact.

REAPER

Similar to how Heart Players have Stands, and Rage Players have Berserkers, Doom Players have a magical state unique to them called Reaper, which is essentially a power-up state that physically changes a Doom player’s appearance alongside the massive rise in magical power. Reapers differ from player to player, and though  some classifications share names, they often look different due to player personalities and magical level.

Some Reapers are class-locked due to their nature.

AZRAEL Archangel of Death

In this state, an Heir of Doom can curse / condemn targets to death, which will result in misfortune after misfortune until death catches up to them. They can attempt to outrun it, but it will keep hounding them Final Destination style, and eventually catch up to them. The danger of this ability is that it is not only limited to the current fight but will last until the end of the targets’ life. This state also opens the Heir’s senses to Death, which makes them sense if someone is injured or ailing, who’s dead or who is close to death. 

Please do not touch the Azrael reaper mode, as their body is made of pure death and touching them would either make your limbs decay or kill you on the spot. In this state, any spell or object that hits the Azrael reaper mode automatically decays said spell or object.

Please note that Azrael is a classification, not the name of a person’s Reaper. Players often name their Reaper based on personal preference.

More Posts from Classpect-reblogs and Others

3 years ago

Absolutely this. An aspect’s opposite/adjacent aspects are all related to it on a deep level.

Mind’s rationality + Breath’s heroism = Hope’s focus on justice in the test description, because justice is based on principles.

But at the same time, Blood = Organized religion (The Sufferer as a Jesus figure) and Heart’s romance are also related to Hope.

Space’s creation + Hope’s imagination = Mind’s emphasis on creativity in the test description.

And on the other hand, branching timelines are driven by Mind, and Mind’s rationality is linked to Rage’s hatred of false beliefs to produce a hatred of lies.

Hmmmst (Aspect Synthesis Theory)

Sorry, I had to get one in.  I’m considering that maybe the aspects are literally built out of each other. And so they are reducible/irreducible at the same time (which in hindsight sounds very homestuck).

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Some examples would be: Light would be split into the aspects of space and doom as they are the two complimentary aspects on the aspect wheel. Which would make logical sense, since Light players are defined as “rule-breakers” and “resourceful” (being able to draw from their environment.) Light’s closeness to time on the aspect wheel positions it as an aspect of disparity, and thus allows them to navigate both space and the limits contained in those spaces, finding gaps in the rules. In contrast, Void would be a synthesis of Life and Time. It would make sense to be these two since time is connotated with the father and thus paternalism (which Equius is in alignment with, but also to an extent Roxy in her adoption of gendered norms as Mom Lalonde). Life would be the imposition of will onto others/force. Void is more aligned to the aspect of space, which is in opposition to time (disparity). And so, Void must be seen as having a perspective of homogeneity. The implication would be that void players don’t see disparities of time (how things change) which fits with their general rigid attitudes towards things, such as Roxy’s insistence on Dirk being gay despite gayness no longer being a relevant concept, or Equius’ insistence on the hemospectrum still being relevant. It’s my suspicion that all aspects are synthesized out of other aspects in this way, though the complimentary pairs of an aspect are the most prominent characteristics in a character. Whether or not an aspect is aligned with time or space (is it on the left or right side of the wheel) determines how an individual perceives reality (is reality fresh or new, or is it the same as it’s always been).   Lunar sway seemingly aligns with this view as Prospit dreamers (spatially oriented) are associated with the present and conformity to current norms, whereas Derse dreamers (musically/time oriented) are associated with the future and past. Difference/perception of reality as fluid may fuel their rebellion, even if their will is fixed. it’s ideas all the way down.

3 years ago
A Chart Of All The Fused Aspects

a chart of all the fused aspects

(we’ll be opening up classpecting description requests soon!)

- mod of Chance

2 years ago

Can you pls elaborate on those tags about the Derse kids feeling more like siblings than the Prospit kids?

I mean

hang on. /flips down mic. TED Talk Time.


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3 years ago

Active and Passive Aspects

So now that the whole notional and material idea has been established, that leaves the question, is there another axis to the whole thing? In other words, what separates, say, Mind from Light, or Void from Heart?

I pondered this question for quite a while before coming up with an answer I found satisfactory, and I’m still far from sure I’ve got it right. But I believe the answer might lie in a slightly different perspective on the dichotomy of Active and Passive.

Keep reading

3 years ago

Breath and Blood

Breath and blood are equidistant from Time and Space because their power is as related to creation, and posibilities as to destruction, action and completion.

This is a curious thing to take into account: All aspects have a passive or active nature except for these two.

Breath represents liberation, renovation, inspiration, individuation and especially change. The relationship between the wind and the soul is incredibly strong. In fact, two greek words for wind are amenos and pneuma, which both are refered to soul. From this two words we get pneumatic, animated and other words that imply movement.

Breath is the aspect between Hope and Life

-Hope means change through creation of ideas. Hope comes with the posibility to change. Here we can se how hope is both linked to space and breath.

-Life means change through action. Acting according to one's ideas, bringing them to completion. It is the union of breath and time.

So we can agree that breath doesn't only mean change, it also has to do with ideas. These ideas are pure and simple, as Tavros's and John's minds, but they are also independent, as these two kids end up being. The problem of being too independent is that you can get isolated from the rest of the world.

(When I talk about ideas, I'm referring to the usual term, but also to the "Ideas" in Plato's Theory of Forms. We'll get to that later.)

Blood is what we all have in common, it appears when we are wounded, when we make mistakes and suffer. Blood is present at birth, all along our lives and until we ultimately die. We cannot avoid blood, although we'd love to. Blood is common to all human beings, and so it represents restriction and society, pain and absence of change. Another curious thing to say about blood is how it means heritage. We do not choose our bodies, our families or our crushes.

If breath represents autonomy, blood represents dependence. We need many things to survive, but specially others. The bonds we make with the people around us, the ability to connect with them and to see that we are all the same, that's what makes us human beings.

Blood is between Doom and Rage

-Doom represents the general restrictions that rule the world, the inmutable laws that are necessary for a thing to exist. This aspect is very tricky and will require further explanation. It has to do with the restriction (blood) of posibilities (space).

-Rage is the power to act (time) in response to our restrictions (blood)

At this point we have to understand the so disputed duality of nature and spirit, body and soul. Are we authors of our life or are we determined by our genetic and society? Is society even something natural? Could we live by our own? Are we different to the rest of animals because of our conscience?

Lots of questions can be derived from our dual nature, but let's leave it here for now.

3 years ago

Vriska Serket, whose lusus constantly demands she feed it, received Cetus as a denizen, a monster known for eating every single fish on the Land of Light and Rain.

More obviously the number 8 is homophonic with the word ‘ate’ (and also takes the shape of the infinity, related to the ouroborous symbol depicting a snake eating itself), and in Homestuck’s symbology the sun - the symbol of the light aspect - is something that is meant to be ‘eaten’ by black holes.


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3 years ago

Clownhood is masculine -> rage aspect is respresented by clowns -> rage aspect is masculine -> rage aspect is contrasted to hope aspect -> hope is feminine as rage is masculine -> hope is represented by cherub/angel wings -> cherubhood is feminine -> Caliborn overcoming cherub nature and transitioning to clownhood can be taken as a transition from feminine/female to masculine/male

it feels counterproductive to label cherubs as one particular gender, and counterintuitive to say that transitioning is overcoming cherub nature when it is in fact the very core of their nature... I'm also hesitant to say any aspect has a sexual sway outside of the fundamentally feminine space and masculine time, though I can concede that clowns being men in Caliborn's paradigm would lend itself toward Caliborn associating rage with masculinity (the same way Calliope genders certain classes based on her preconceptions?), and therefore making attempts to feminise the hope bloodline?

1 year ago

you are not alone but im curious to hear your view of how they're intertwined

a Seer of Light who can read the future and a Thief of Light who can steal "luck" are fundamentally interacting with the same force, "fortune"; one just happens to be a fortune teller while the other is a fortune stealer. and that's not just wordplay, the two meanings of fortune are literally the same! being "lucky" is just the name someone like Vriska gives to the idea of having a "good fortune"; literally just having a positive destiny or fate, which a Seer of Light would be able to read.

the synonymity of fate and luck are evident in the language we use to describe them; moira (as in moirallegience) and kismet (as kismesissitude) both mean "fate" but also "allotment" or "portion", to be lucky, or to be someone who steals fortunes, literally just means to take the good allotment for yourself and leave the people around you with the bad ones. this should be particular obvious in Homestuck, where possibilities are represented by branching timelines; if you're lucky, that just means the alpha timeline is the one where you got the best fortune, and if you're a fortune teller that means you can read these "fortuitous outcomes" into the future. this is only driven home by Aranea's plan, which does not involve "luck" or "knowledge" as we tend to think of them but rather the very literal twisting of fortune to make one timeline more fortuitous than the others.

3 years ago
classpect-reblogs - class and aspect meta

looking over Calliope's dialogue exploring her bias about passive and active classes essentially being "selfless" and "selfish", respectively, the fact that she calls herself selfish on multiple occasions jumped out at me; seemingly betraying some kind of hypocrisy that Calliope is aware of herself, deep down?

UU: i really thoUght i was going to be someone special. UU: that i coUld Use my abilities do something no one had ever done.

and when Calliope does prove herself to be special with an ultimate expression of the Muse's power, it's by actively inserting herself into Caliborn's time loop, forcing her way into the infrastructure of reality; meanwhile, despite all his own selfishness, Caliborn's greatest strength is that he passively bends reality around him merely by existing.

3 years ago

Classpect powers and skill

So I was thinking about god-tier abilities in Homestuck, and it struck me that rather a lot of the so-called “classpect powers” showcased in hs are either A: a more “supernatural” expression of something the person in question had already been doing prior, or, rarely, B: a direct response to a previously established problem. And in aggregate, these feel like they point toward a fairly particular conception of classpect abilities, that of skills that are learned (or levelups gained in a special ability, if we want to get video gamey with it).

Let’s use John as an example. As the predominant early viewpoint character, his growth is fairly well detailed. As he enters his Land and starts properly growing, he goes from using the Breeze to send objects across his Land using the Parcel Pyxis network, to subconsciously summoning the Breeze to save himself from a fire, to subconsciously having the Breeze emanate in massive quantities from his very body to put out the planet-spanning Green Tragedy, to finally as a god-tier (and with some valuable advice from Vriska) taking full control of the Breeze and using it as a tool and weapon. All of these fall into the A category, but John also has two solid B category abilities, the ability to resist detection via scent, and the ability to turn into wind to protect himself against attacks. And both those abilities are perfect for protection against Bec Noir, who tracked John down via his scent and stabbed him in the chest shortly before John god-tiered, at which point he immediately gained the first of these abilities (he showcased the second when fighting Noir in the Furthest Ring later).

Keep reading


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classpect-reblogs - class and aspect meta
class and aspect meta

companion blog to musingsonprinces-blog, this is where I gather interesting classpect posts

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