More Fanmade Aspects

106 0 0
                                    

Loss: Heroes of Loss can find objects that have been lost and make it so that object or ideas are hidden from others. They are excellent hiders.

Lock: Heros of Locks are extroverted, unlike the introverted aspect of Keys. They strive to look deep within a person and find a bond that they can tamper with. For instance, a Seer of Locks can look within better than a normal Locks person, and then use information they find to fight against them. Princes of Locks see within and absolutely destroy the body, with no turning back from them.

Blight: Blight is a mysterious aspect and not much is known about it. It is somehow linked to the death of others and companions and the Death of the Hero of Death themselves. Blight is also used to describe the decaying of an aspect or idea gradually(i.g. you must complete something in a certain amount of time. if time runs out(decays) then something disastrous will happen. Is also linked to chance) and while it is usually described as the opposite of life it can also be considered opposite of time.

Soul: Heroes of Soul can read the emotions and truly understand

 Self: Heroes of Self are the most confident and self aware people. Foes of Self would take away the confidence of others, while Guides of Self would help others find their self confidence.

Hell: Heroes of Wrath are linked to boiling anger. While Rage is based more on emotion, Wrath is based on what people do to handle those emotions. Wrath is most closely linked to destruction and chaos, never being satisfied until their burning passion has been fulfilled. The literal definition of Wrath is also based on fire, so god tiers such as Heirs can create huge waves of flames and infernos, and is usually the primary source of destruction for the hero of Wrath.

Wrong: Heroes of Wrong are rebellious and usually stray away from the actual goals the game intends. Heroes of Wrong do, well, everything wrong and can even change their fates if they tried hard enough.

Joy: Heroes of Joy bring out the happiness and optimism out of themselves and others.

Truth: Heros of Truth are great at telling lies from the truth. They are also excellent at seeing the true intentions or feelings of others and can tell if someone is hiding something.

War: Heros of War seem to bring out the worst in people. They create conflict, internally and externally, and can make even the best of friends into bitter enemies.(Opposite of Peace)

Rhyme: Rhyme is the concept of reason. Patterns in the way people talk, the way the universe works, and how things will end up as time progresses. Heroes of Rhyme use logic as their tool, they make inferences based on what is currently happening and what will most likely come after. But like music, not everything is perfectly predictable. Spontaneous changes can happen that drastically change what's the norm or what's accepted, and to predict and adapt to it. Heroes of Rhyme also use the literal translation of music, so they can control soft hums or ear shattering vibrations.

Zen: Heros of Zen have mysterious hidden power. They are the most relaxed and take their time during the most quick paced moments. They manage to stay calm during deadly scenarios.

Choice: Choice is based on a person's free will and will power. It gives people the chance and choice to fight against fate and follow their own path, or to go with it and experience the destiny what was already pre-planned for them.

Form: Heroes of of Form have the power to "change form" in the sense that they can make themselves seem like something they are not. Example: They can make themselves seem like a nice person to trick others or they can make themselves seem scary to frighten enemies.

Soul: Heroes of Soul can read the emotions and truly understand their point of views. They are possibly one of the most understanding heroes.

Ground: Heroes of ground have power over rocks and metals. Similar to earth benders from Avatar, they can move large chunks of the earth to their will. They are also links to earthquakes and are metaphors to disaster.

Verve: Heroes of Verve are linked to enthusiasm and excitement. They can influence another person's want to be involved, for better or for worse. They can also spread optimism to others.

Drought: Heroes of Drought are related to the draining of items, ideas, ect. Example, a Hero of Drought could be able to drain a person's power or energy, making them powerless.

Haze: Heroes of haze have power over smog, pollutants, fog, smoke and all that good stuff. They can summons huge clouds of deadly toxins to suffocate their victims, but also represent the "haze" blocking off an outcome that needs to be blown away in order to achieve a goal.

Genes: Hero of Genes are responsible for ectobiology in the session (if there is no gene player then the ectobiology duties are given to the 'leader' of the session) they are also linked to the passing down of ideas and information to others

Sense: Heroes of Sense have power over the senses, but also things like common sense and nonsense. Depending on their title, they can either give people the ability to tell the differences from things that makes sense and things that don't, take it away, or manipulate how they progress things.

Right: Opposite of Wrong, heroes of Right always try to keep to the traditional ways and stay to the book. They are able to distinguish right answers or choices from wrong ones.

Dreams: Heroes of Dreams have powers related to dream selves and dream bubbles.They usually have dream selves on both moons and start dreaming at early ages. They also have the ability to wake up other player(that is if they have already woken up before) and put them back to sleep. Dream players can also move from dream bubble to dream bubble(if they aren't dead). They also have powers over sleep itself(A laird of sleep can bend a person's sleep patterns)

Caste: Heroes of Caste are involved in the placement of his teammates. They usually get to decide who does what and keep order inside the session. They are usually not leaders but assign leadership to others.

Peace: Peace is the opposite of war. It stops conflict, mental and physical, and are one of the most useful aspect if used correctly.

Bloodswap!Homestuck Where stories live. Discover now