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spacey-classpects · 3 years
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Heir: One who inherits, changes, and serves their aspect and through it, usually by passive means.
Breath: The aspect representing wind, freedom, flexibility, motivation, and direction.
Lean: Neutral, with a passive lean.
Inversion: Mage of Blood.
Characters with this class/aspect:
John: Heir of Breath
Tavros: Page of Breath
Rufioh: Rogue of Breath
Equius: Heir of Void
Mituna: Heir of Doom
Heirs are a class that inherits, changes, and serves their aspect, as well as through it. The active counterpart is Witch, one who manipulates and serves their aspect. Heirs tend to serve their aspect so much that it takes over their life, they tend to ignore everything else that does not involve their aspect if they don’t grow properly. Their aspect takes over their personality, making them appear boring to the audience. They are quite far from boring, often having a secret side to them, like Knights and Rogues. Usually their aspect will be their doom, even so much as dying from it. For example, John died in the doomed timeline from his lack of freedom, Equius died from a void of air, and Mituna’s timeline was doomed. Heirs' powers can actually depend on their personality, as their aspect depends on the very existence of them. Their aspect protects them, they can simply control it by just being near their aspect. A heirs’ body will be affected by their aspect, they are in every way their aspect, as their aspect is them.
Breath is the aspect that represents wind, freedom, flexibility, motivation, and direction. Their opposite counterpart is Blood, the aspect of bonds, relationships, leadership, inspiration, and ties. Breath players can also function as a great leader, being flexible and ready to adapt, they are very good when change arises. Whoever finds themselves to be friends with these players find themselves floating along their breeze, unable to leave. Although breath players can adapt well they find it hard to stay in relationships, places, and hobbies. You’ll find them often switching around things in their life just to cope with their changes. While yes they make good leaders, they can also get caught up in their own story. Unlike blood players, they lead by their example, not orders, though they still find themselves surprised when their way of leading inspires others. Breath players tend to underestimate their abilities, though they may lack self-esteem this may not always be from self-esteem issues.
An Heir of Breath would become their aspect in every way. Their powers would be broad and bold, they would inherit, change, and manipulate wind. A Heir of Breath would be able to turn into wind, their bodies would evaporate and rearrange itself back to its original form. They wouldn’t be someone you’d want to be your enemy. Their powers would be borderline passive, taking on most active traits. They could manipulate the air around them, changing it to their will, they could also manipulate the air in others, though it might not be for their own benefit. They would also be able to manipulate the motivation a team has, changing it, maybe even giving their friends the freedom to be able to get through. Since they can become wind they would be able to sneak into enemies' liars with only the feel of the breeze. Basically imagine Aang, and that’s pretty much what their powers would be, they would get creative with it, learning every corner of their aspect.
An heir’s personality is overcome by their aspect. They would be a very motivated and flexible leader. They would be someone who motivates and leads others by their example. They may find themselves switching interests often, with one or two that reoccur. They have a lot of friends, and when I say a lot, I mean a lot, but they often switch around who they talk to the most. Their bedroom wouldn’t stay the same for very long, they’d switch it up until they’re satisfied, changing it again in a few months. They may be very distant to others, ‘floating’ away from others from time to time. They would tend to never speak up about their insecurities, they might not even realize they have them, being too focused in their aspect and powers to notice other things. If you find it hard to talk to them, don’t take offense to it, sometimes even the breeze needs to calm down. They might have mood swings, their mood flowing with their aspect. A problem they would have is being so caught up in their powers of wind and motivation they wouldn’t pay attention to anything else, someone with a strong drive, like a Blood player, may be able to snap them out of it. They might not ask for help often, overestimating their own abilities of their aspect, though that’s not always the case. An Heir of Breath would die by their aspect, meaning they would either die of wind, freedom, or lack of freedom as John did.
An Heir of Breath might have a land closely related to John’s land; Land of Wind and Shade. His land’s lore towards the end was more directed to his retcon powers of course. The land challenges him as an Heir of Breath to challenge his creativity, though due to the lack of time in his session he had to grow to help his friends first, beforing focusing on his aspect. An alternate planet for a Heir of Breath could be something similar, except maybe a puzzle, where the heir might have to blow into certain pipes to clear to ink and tar, though it might cause another pipe to clog. The alternate name could be something like Land of Wind and Pipes, something along those lines. The heir might have to look for help, especially since the puzzle might now always suit them. The land would challenge the heir that it's okay to have people help them with their aspect and that their aspect isn’t everything. They might seek out the help of a Seer or Mage, someone who’s knowledgeable about aspects and their session.
Overall an Heir of Breath isn’t as dull and bland as you might think they are, they’re just flexible and adaptable. Offer them help, because they won’t be searching for it. Learn that even though they’re leaders, they need time to themselves. Breath is a complicated aspect to understand and every Heir of Breath will be different due to how flexible they are, and that a Prospit Heir of Breath will be noticeably different than a Derse Heir of Breath. This is just a touch of their in depth thoughts and understandings, how you interpret it is up to you, and if this doesn’t sound like you, you still might be an Heir of Breath because of how wide the classpect is.
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