It is true that Heirs are bound to Inherit a great power, however, their common themes link them more to the Witch than the Maid. The Familiar may grant power to the Witch, who must in turn overcome the Will of the Familiar, just like how the Heir is at risk of losing themselves to their Aspect itself, the Witch is at risk of losing themselves to their Familiar. Inevitability is a troubling concept in many ways, the idea that things are fated to happen. They may also be more likely Change events that are going to happen through Time Loops and Time Travel. And just like that, they too may alter the flux of Time in battle. However the Heir of Time should be careful, lest they be consumed by the Timeline, left Doomed, consumed by constant Strife, or losing themselves to the amount of time they spend fixing things up. They may as well be Changed by Time, changed by a life of Strife and fight against the forces of inevitability, for better or worse. For one, the may also Change themselves, dissolving into particles or even changing the composition or shape of themselves. They may alter the battlefield entirely and help the Session move on to other places when all seems lost. But the power of Space is immense and lonely- The Heir should be careful not to be consumed by this power, lest they are left behind, and alone.
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An attempt to reblog all individual classpect descriptions in a single tag-sorted archive.
Here there be classpects. Send me a chat about classes, aspects, sessions, trying to figure out your own title, theory, whatever. Catching Elephant is a theme by Andy Taylor. Classpect Analysis. References and Title Tests. Subscribe RSS. Heir of Time?
Let me tell you about Homestuck
Heirs are the passive half of the Manipulation classes, with their counterpart being Witches. They passively change, move around, or alter their aspect, and over time begin to completely embody it. Time is the aspect of death, decay, and entropy. It is one of the two cardinal aspects - its partner being Space - which are necessary for any chance of a successful session. Time players tend to be seemingly easy-going, but still waters run deep and they usually have some pretty destructive tendencies to get over. An Heir of Time passively manipulates decay, death, and entropy. The role an Heir of Time would have in a session would be a passive one, mostly centered on bettering themselves to the best of their ability so that they can better aid their teammates in battle. Prior to Ascension, the Heir of Time would be a cool, desirable, but unfortunately unstable individual with an interest in death and history and perhaps a bit more clumsiness than is good for them. Or good for anyone around them.
Heir: Passive manipulation class. One who is changed by their aspect or one who inspires change in their aspect. Time: Control over time itself and the purity of the timeline. Metaphorical it represents patience. The Heir of Time is one who is changed by and inspires change in time. They would be someone who helps guide their timeline to remain alpha, knowing exactly what to do to prevent it from being doomed. There not able to heal it if it does get damaged but they can pretty much make it so no damage will come. The Heir would be a bit of a clock watcher at first. Always wanting to know when the time is going to change.